Beacon to patron communications for electronic gaming devices

ABSTRACT

A system for proximity-based digital interactions includes a beacon transmitter configured to wirelessly broadcast a first interaction prompt message that includes a first interaction event code. A system server is configured to: receive an event activation message that includes the first interaction event code; identify and perform a first pre-programmed action; identify proximity between a mobile computing device and the beacon transmitter based on receipt of the first interaction event code from the mobile computing device; create a second interaction event code that is targeted to be performed by the mobile computing device; and transmit a configuration message to the beacon transmitter that includes the second interaction event code, causing the beacon transmitter to begin broadcasting a second interaction prompt message including the second interaction event code together with the first interaction prompt message, where the first interaction event code is different than the second interaction even code.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of and claims priority to U.S. patentapplication Ser. No. 17/211,521, filed Mar. 24, 2021, which claims thebenefit of priority to U.S. Provisional Patent Application No.63/000,994, filed Mar. 27, 2020, both of which are incorporated hereinby reference in their entireties.

FIELD

The present disclosure relates to gaming and wagering, and morespecifically to applications of wireless communication to one or morepatrons.

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a varietyof wagering games such as slot games, video poker games, video blackjackgames, roulette games, video bingo games, keno games and other types ofgames that are frequently offered at casinos and other locations. Playon EGMs typically involves a player establishing a credit balance byinputting money, or another form of monetary credit, and placing amonetary wager (from the credit balance) on one or more outcomes of aninstance (or single play) of a primary or base game. In many games, aplayer may qualify for secondary games or bonus rounds by attaining acertain winning combination or triggering event in the base game.Secondary games provide an opportunity to win additional game instances,credits, awards, jackpots, progressives, etc. Awards from any winningoutcomes are typically added back to the credit balance and can beprovided to the player upon completion of a gaming session or when theplayer wants to “cash out.”

“Slot” type games are often displayed to the player in the form ofvarious symbols arrayed in a row-by-column grid or matrix. Specificmatching combinations of symbols along predetermined paths (or paylines)through the matrix indicate the outcome of the game. The displaytypically highlights winning combinations/outcomes for readyidentification by the player. Matching combinations and theircorresponding awards are usually shown in a “pay-table” which isavailable to the player for reference. Often, the player may varyhis/her wager to include differing numbers of paylines and/or the amountbet on each line. By varying the wager, the player may sometimes alterthe frequency or number of winning combinations, frequency or number ofsecondary games, and/or the amount awarded.

Typical games use a random number generator (RNG) to randomly determinethe outcome of each game. The game is designed to return a certainpercentage of the amount wagered back to the player (RTP=return toplayer) over the course of many plays or instances of the game. The RTPand randomness of the RNG are critical to ensuring the fairness of thegames and are therefore highly regulated. Upon initiation of play, theRNG randomly determines a game outcome and symbols are then selectedwhich correspond to that outcome. Notably, some games may include anelement of skill on the part of the player and are therefore notentirely random.

In some environments, unique electronically readable cards have beenused to identify a player at an electronic gaming device. However, withadvances in technology, cards can be replaced with applications (“apps”)on a user provided device such as a smartphone. Smartphones commonlyincorporate wireless communication capability, which affords additionalpossibilities for communicating between an electronic gaming environmentand a patron. Inasmuch as the full potential of such wirelesscommunication has not been realized, there remains ample opportunity fornew or improved technologies to utilize wireless communicationtechnology within an electronic gaming environment.

SUMMARY

In summary, the detailed description is directed to various innovativetechnologies for applying a one-way wireless communication channel in acasino gaming environment. In some examples, communication on theone-way channel can be utilized to establish a connection with a patrondevice for play on an electronic gaming device. In other examples,communication on the one-way channel can be triggered by gameplay on theelectronic gaming device. In further examples, communication on theone-way channel can lead to patron actions on the electronic gamingdevice.

In a first aspect, the disclosed technologies can be implemented as afirst method. A first indication is received, which indicates that apatron device is near an electronic gaming device. A custom identifieris transmitted via a wireless one-way communication channel. The patronis registered at a player tracking interface associated with theelectronic gaming device.

In another aspect, the disclosed technologies can be implemented as asecond method. A custom message is received at a patron device via awireless one-way communication channel, the patron device being near anelectronic gaming device. An indication is transmitted, which indicatesthat a patron associated with the patron device seeks to initiate playat the electronic gaming device.

In a further aspect, the disclosed technologies can be implemented as athird method. A message is transmitted via a wireless one-waycommunication channel to a patron device from a transmitter near anelectronic gaming device. Responsive to the transmitted message, aninput is received, which is associated with play on the electronicgaming device.

In one aspect, the disclosed technologies can be implemented bydisplaying a promotion on an electronic gaming device to a patronassociated with a patron device and approaching the electronic gamingdevice. An indication is received that the patron has accepted thepromotion. A custom payload is requested and obtained from a networkserver. The custom payload is transmitted as a message on a one-wayBluetooth beacon message from a transmitter near the electronic gamingdevice to the patron device, along with a default identifier of thetransmitter. Receipt of the custom payload at the patron device causesthe promotion to be stored on the patron device.

In another aspect, the disclosed technologies can be implemented bypreparing a message with a payload comprising an indication of apromotion and an identifier of the transmitter. The message istransmitted as a message on a one-way Bluetooth beacon message from atransmitter near the electronic gaming device to the patron device.Receipt of the custom payload at the patron device causes the promotionto be stored on the patron device.

In an additional aspect, the disclosed technologies can be implementedas a fourth method, performed by a player tracking interface near anelectronic gaming device. The electronic gaming device is monitored,and, responsive to the monitoring, a message is transmitted to a patrondevice via a wireless one-way communication channel.

In a particular aspect, the disclosed technologies can be implemented bydisplaying a promotion on an electronic gaming device to a patronassociated with a patron device and playing on the electronic gamingdevice. An indication is received that the patron has accepted thepromotion. A custom payload and a custom identifier are requested andobtained from a network server. A message is transmitted on a one-wayBluetooth beacon message from a transmitter near the electronic gamingdevice. The message includes the custom payload and the customidentifier, the custom payload being indicative of the promotion and thecustom identifier being targeted to the patron device. Receipt of thecustom payload at the patron device causes the promotion to be displayedon the patron device.

In a further aspect, the disclosed technologies can be implemented byrequesting a custom identifier from a network server, for a patronassociated with the patron device and registered for play on theelectronic gaming device. The custom identifier is obtained from thenetwork server, and is indicative of a promotion. A message includingthe custom identifier is transmitted, on a one-way Bluetooth beaconmessage, from a transmitter near the electronic gaming device to thepatron device. Receipt of the custom identifier at the patron devicecauses the promotion to be displayed on the patron device.

In another aspect, the disclosed technologies can be implemented as agaming system. The system includes a player tracking interface situatednear an electronic gaming device, and an app running on a patron device.The player tracking interface incorporates a transmitter conforming witha one-way wireless communication protocol. The app is configured tohandle messages received at the patron device according to the one-waywireless communication protocol.

In another aspect, a system for proximity-based digital interactions isprovided. The system includes a beacon transmitter configured towirelessly broadcast a first interaction prompt message to be read bymobile computing devices near the beacon transmitter. The firstinteraction prompt message includes a first interaction event code. Thesystem also includes a system server that includes at least oneprocessor configured to execute instructions stored in a memory. Theinstructions, when executed, cause the processor to at least: receive,from a mobile computing device that has received the first interactionprompt message from the broadcasting of the beacon transmitter, an eventactivation message that includes the first interaction event code;identify a first pre-programmed action that has been pre-configured tobe performed for interaction events presenting the first interactionevent code; perform the first pre-programmed action; identify proximitybetween the mobile computing device and the beacon transmitter based onreceipt of the first interaction event code from the mobile computingdevice; create a second interaction event code that is targeted to beperformed by the mobile computing device; and transmit a configurationmessage to the beacon transmitter based on the identified proximity withthe mobile computing device, the configuration message includes thesecond interaction event code, receipt of the configuration message bythe beacon transmitter causes the beacon transmitter to beginbroadcasting a second interaction prompt message including the secondinteraction event code together with the first interaction promptmessage, where the first interaction event code is different than thesecond interaction even code.

In another aspect, an electronic gaming machine is provided. Theelectronic gaming machine includes a beacon transmitter configured towirelessly broadcast a first interaction prompt message to be read bymobile computing devices near the beacon transmitter. The firstinteraction prompt message includes a first interaction event code. Theelectronic gaming machine also includes a memory storing configurationsettings for the beacon transmitter. The electronic gaming machinefurther includes a processor configured to execute instructions storedin the memory. When executed, the instructions cause the processor to atleast: receive a first configuration message including a firstinteraction event code; configure the beacon transmitter to wirelesslybroadcast, in a one-way communication, a first interaction promptmessage that includes the first interaction event code, the firstinteraction event code being associated with a first interaction eventthat may be activated by one or more mobile computing devices thatreceive the first interaction prompt message; and receive a secondconfiguration message based on an identified proximity between theelectronic gaming machine and a first mobile computing device, thesecond configuration message includes a second interaction event code,receipt of the second configuration message by the beacon transmittercauses the beacon transmitter to begin broadcasting a second interactionprompt message including the second interaction event code together withthe first interaction prompt message, where the first interaction eventcode is different than the second interaction even code.

In another aspect, a non-transitory computer-readable medium includinginstructions stored thereon is provided. The instructions, when executedby a processor, cause the processor to at least: receive, from a mobilecomputing device that has received a first interaction prompt messagefrom a beacon transmitter, an event activation message that includes afirst interaction event code; identify a first pre-programmed actionthat has been pre-configured to be performed for interaction eventspresenting the first interaction event code; perform the firstpre-programmed action; identify proximity between the mobile computingdevice and the beacon transmitter based on receipt of the firstinteraction event code from the mobile computing device; create a secondinteraction event code that is targeted to be performed by the mobilecomputing device; and transmit a configuration message to the beacontransmitter based on the identified proximity with the mobile computingdevice, the configuration message includes the second interaction eventcode, receipt of the configuration message by the beacon transmittercauses the beacon transmitter to begin broadcasting a second interactionprompt message including the second interaction event code together withthe first interaction prompt message, where the first interaction eventcode is different than the second interaction even code.

In another aspect, a system for proximity-based digital interactions isprovided. The system includes a beacon transmitter configured towirelessly broadcast interaction prompt messages to be read by mobilecomputing devices near the beacon transmitter. The system also includesa system server that includes at least one processor configured toexecute instructions stored in a memory. When executed, the instructionscause the processor to at least: transmit a configuration message to thebeacon transmitter, the configuration message includes an interactionevent code, receipt of the configuration message by the beacontransmitter causes the beacon transmitter to begin broadcasting a firstinteraction prompt message including the interaction event code;receive, from a mobile computing device that has received the firstinteraction prompt message from the broadcasting of the beacontransmitter, an event activation message that includes the firstinteraction event code; identify a pre-programmed action that has beenpre-configured to be performed for interaction events presenting thefirst interaction event code; perform the pre-programmed action; andtransmit a completion message to the mobile computing device indicatingthat the preprogrammed action has been successfully completed.

In another aspect, an electronic gaming machine is provided. Theelectronic gaming machine includes a beacon transmitter configured towirelessly broadcast interaction prompt messages to be read by mobilecomputing devices near the beacon transmitter. The electronic gamingmachine also includes a memory storing configuration settings for thebeacon transmitter. The electronic gaming machine further includes aprocessor configured to execute instructions stored in the memory. Whenexecuted, the instructions cause the processor to at least: receive afirst configuration message including an interaction event code;configure the beacon transmitter to wirelessly broadcast, in a one-waycommunication, a first interaction prompt message that includes theinteraction event code, the interaction event code being associated withan interaction event that may be activated by a mobile computing devicethat receives the first interaction prompt message; receive a secondconfiguration message that includes an indication to disable the firstinteraction prompt message; and cancel the wireless broadcasting of thefirst interaction prompt message.

In another aspect, a non-transitory computer-readable medium includinginstructions stored thereon is provided. The instructions, when executedby a processor, cause the processor to at least: activate a wirelesslistening device on a mobile device, the wireless listening device isconfigured to receive one-way wireless broadcast messages from a beacontransmitter; receive a broadcast transmission from the beacontransmitter, the broadcast transmission includes a first interactionprompt message; parse the first interaction prompt message to identifyat least an interaction event code; receive, as input from a patron on amobile device, an input indicating an activation of the firstinteraction prompt message; transmit, to a support server, an eventactivation message that includes at least the interaction event code,wherein the transmittal causes the support server to perform an actionassociated with the interaction event code.

The foregoing and other objects, features, and advantages of thedisclosure will become more apparent from the following detaileddescription, which proceeds with reference to the accompanying figures.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exemplary diagram showing several EGMs networked withvarious gaming related servers.

FIG. 2A is a block diagram of an exemplary EGM.

FIG. 2B illustrates an example gaming environment in which the gamingdevices shown in FIGS. 1 and 2A may appear.

FIG. 2C is a diagram that shows examples of components of a system forproviding online gaming according to some aspects of the presentdisclosure.

FIG. 3 is a network architecture diagram illustrating an example systemfor providing proximity-based digital interactions.

FIG. 4 is a flowchart illustrating an example method for registering apatron's device to a gaming device according to the disclosedtechnologies.

FIG. 5 is a sequence diagram illustrating certain operations of theexample method of FIG. 4 .

FIG. 6 is a flowchart illustrating an example method for initiating playat a gaming device according to the disclosed technologies.

FIG. 7 is a sequence diagram illustrating certain operations of theexample method of FIG. 6 .

FIG. 8 is a flowchart illustrating a first example method according tothe disclosed technologies.

FIG. 9 is a sequence diagram illustrating certain operations of thefirst example method.

FIG. 10 is a flowchart illustrating a second example method according tothe disclosed technologies.

FIG. 11 is a sequence diagram illustrating certain operations of thesecond example method.

DETAILED DESCRIPTION

Casino operations continue to evolve to provide better user experience.One area of development is use of smartphone or touchscreen interfaceson patron's personal devices which have become ubiquitous and intuitivefor many patrons. However, full wireless communication in crowded spaceswith many gaming devices and many patrons can rapidly congest availablewireless resources and can also lead to rapid battery depletion, whichpatrons can be sensitive to. Additionally, due to security concerns,casino operators and gaming regulators can be reluctant to allowpatron's personal devices to communicate information to an EGM.

The advent of one-way wireless technologies, sometimes referred to asbeacons, within widely deployed technologies such as Bluetooth® cansignificantly alleviate a number of problems with casino wirelessdeployments and can provide additional opportunities for improving theuser experience. Bluetooth® beacons are inherently low-power, low-rangetransmissions for which the transmission power can be controlled so thata reception range of a few meters (m) can be achieved, and interferencebetween beacons in a crowded casino environment can be minimized.Additionally, protocols for one-way beacon transmissions areconsiderably simpler than those associated with bidirectional messaging.Particularly, such protocols are free of handshakes and do not require areceiving user device to enable a power-consuming Bluetooth® transmitterat any time. A Bluetooth® beacon is also not restricted to e.g. amaximum number of receiving devices as with paired Bluetooth® networks,and can be broadcast to a large number of devices within range.

Thus, one-way beacons can improve the local communication processbetween an electronic gaming device and a nearby patron, as patrons comeand go, pass through a casino, start play, or move on to another gamingdevice. Different aspects of the disclosed technologies can beimplemented on the side of the electronic gaming device (in someexamples, including a beacon transmitter in an associated playertracking interface) and on the side of the patron's personal device andinstalled app. Additional use cases of the disclosed technology arebeacon-to-game, where a beacon transmission leads to a gameplay event,and game-to-beacon, where gameplay leads to a beacon transmission. Inall of these use cases, similar advantages can be realized through thelocalized communication range, low power consumption, and lightweightprotocol. One-way beacon communication can be complementary to otherwireless technologies and can be used alongside cellular telephony,Wi-Fi, and NFC, each fulfilling different sets of requirements. Forexample, Bluetooth® is operable at a significantly greater range,commonly around 10 m, as compared to NFC, commonly around 10 cm.

The casino environment offers numerous opportunities to advantageouslydeploy one-way beacon messages. Beacon messages can be formatted invarious ways for different applications. Beacon transmitters can employa default identifier so that the beacon messages can be received by anypatron device in the vicinity of the transmitter. Alternatively, acustom identifier can be used so that only a particular patron device(for example, a patron registered on and playing a particular gamingdevice) can recognize a payload of the beacon message. Separate from theidentifier, beacon messages can include a promotion, which can bespecific to a particular gaming device near or associated with thebeacon transmitter, specific to another gaming device, or can be for anon-gaming activity. Beacon messages can be used to propagate apromotion to a patron device. For example, a patron may accept a promptpresented on a screen of a gaming device. The beacon message can be usedto propagate the same promotion to the patron device, where it can bestored persistently, even after the patron has departed from the gamingdevice. To illustrate, a coupon or voucher having a predeterminedvalidity (or, with no expiration date) can be stored on the patrondevice for future redemption. In other examples, the message propagatedto the patron device can be transient, and valid only as long as it isdisplayed on the patron device. To illustrate, the promotion can be forimmediate credit on the gaming device, or for immediate reservation fora future event. The beacon message can be used in conjunction with othercommunication or location finding technologies. As an example, thebeacon can be customized to a patron device of a passing patron based onother messages being used to identify which patron device is inproximity to a beacon transmitter. As another example, the promotion canbe accepted on the patron device, and indication of the acceptance canbe transmitted by Wi-Fi to a network server, or by NFC directly to agaming device or linked player tracking interface, e.g., by presentingthe patron device to the gaming device or player tracking interface.

The usage and meaning of all quoted terms in this section appliesthroughout this disclosure unless clearly indicated otherwise orrepugnant to the context. The terminology below extends to related wordforms.

The term “app” refers to a software application installed on a patrondevice. The app can be preinstalled on the device, or can be installedby a user of the device. Some examples of apps are user experience appsassociated with and intended for use within a particular casino orfamily of casinos. An example app may be, for example, a Mobile nCompassapp provided by Aristocrat® Technologies, Inc. Some apps may support allor part of the disclosed technologies. Some apps may allow parts of thedisclosed technologies to be selectively disabled or enabled.

The term “application” or “program” refers to software, such as anoperating system, device drivers, and/or appropriate user-modeinstructions to provide functionality. The software can be stored in anassociated memory device (which is an example of a computer-readablemedium). The software may be, for example, firmware. While it iscontemplated that an appropriately programmed general-purpose computeror computing device may be used to execute such software, it is alsocontemplated that hard-wired circuitry or custom hardware (e.g., anASIC) may be used in place of, or in combination with, softwareinstructions for implementation of the processes of various embodiments.Thus, embodiments are not limited to any specific combination ofhardware and software.

The term “one-way beacon” refers to a one-way communication messagetransmitted from a “beacon transmitter.” Some example one-way beaconsdescribed herein transmit wireless messages carrying an identifier,message, or other data. Some example beacons conform with the Bluetooth®4.0 Low Energy standard, whereby the beacon transmitter does not haveBluetooth® listener capability, and a corresponding receiving deviceneed not turn on any Bluetooth® transmitter. That is, a conformingone-way beacon, as configured, does not necessarily require or supportBluetooth® pairing between transmitting and receiving devices. Theone-way beacon transmitters described herein are operated astransmit-only devices; neither the beacon device nor gaming device or aplayer tracking interface (to which it may be mounted) receivescommunication over the same wireless channel or protocol at any time,whether during or after registration, whether during or aftertransmission of a message, or whether during or after transmission ofany other message. Any communication in a direction opposite to thechannel can be provided by alternate techniques, e.g., a patron pressinga button, or by indirect link such as Wi-Fi from a patron device to anetwork server, and thence to a gaming device or player trackinginterface. Some one-way beacons can be transmitted continuously, whileother beacons can be transmitted periodically or intermittently, andfurther some beacons can begin transmitting in response to an externaltrigger. An example beacon transmitter may be, for example, a RadBeaconUSB transmitter manufactured by Radius Networks, Inc. A beacon'stransmit power can be controlled to provide a limited range of about 5m, or about 1-3 m. Beacon messages transmitted herein can includedefault or custom identifiers and default or custom payloads. Customidentifiers or payloads can be transmitted over a short time window ofabout one minute (or, within a range from 10 s to 10 minutes). At theexpiration of the time window, the beacon transmitter can revert to adefault identifier or default payload. In further examples, a beacontransmitter can be placed in standby.

The term “computer-readable medium” refers to any statutory medium(e.g., non-transitory medium) that participates in providing data (e.g.,instructions) that may be read by a computer, a processor, or a likedevice. Such a medium may take many forms, including but not limited tonon-volatile media, volatile media, and specific statutory types oftransmission media. Non-volatile media include, for example, optical ormagnetic disks and other persistent memory. Volatile media includedynamic random access memory (“DRAM”), which typically constitutes mainmemory. Statutory types of transmission media include coaxial cables,copper wire, and fiber optics, including the wires that comprise asystem bus coupled to the processor. Common forms of computer-readablemedia include, for example, a solid state drive, a flash drive, a securedigital (“SD”) card, a compact flash (“CF”) card, a floppy disk, aflexible disk, hard disk, magnetic tape, any other magnetic medium, aCD-ROM, Digital Versatile Disc (“DVD”), any other optical medium, punchcards, paper tape, any other physical medium with patterns of holes,RAM, programmable read-only memory (“PROM”), erasable programmableread-only memory (“EPROM”), electrically erasable programmable read-onlymemory (“EEPROM”), flash memory, a USB memory stick, a dongle, any othermemory chip or cartridge, an RFID device, or any other medium from whicha computer can read. The terms “computer-readable memory” and/or“tangible media” specifically exclude signals, waves, and wave forms orother intangible or transitory media that may nevertheless be readableby a computer. The term “carrier wave” may refer to an electromagneticwave modulated in amplitude, frequency, or phase to convey a signal.Various forms of computer-readable media may be involved in carryingsequences of instructions to a processor. For example, sequences ofinstruction (i) may be delivered from a random access memory (“RAM”) toa processor, (ii) may be carried over a wireless transmission medium,and/or (iii) may be formatted according to numerous formats, standards,or protocols.

The term “credit” refers to a balance in a patron's account at a casinoor on an electronic gaming device. The credit can be in a formredeemable for hard currency, or in another form, such as loyaltypoints, achievements, or other collectables. Credit can be increased ordiminished through gameplay. Credit can be awarded as a promotionindependent of specific winning plays. In some examples, credit can beexchanged for cash funds or other services (e.g. restaurant meals orshow tickets).

The term “game” refers to a gambling event with a beginning and end thatmay encompass one or more spins, handle pulls, or spans of time. The endof the game may be determined voluntarily (in which a player elects tostop play) or involuntarily (in which the electronic gaming deviceterminates play). In some examples, a game may include non-gamblingevents such as pachinko games, skill-based games, non-RTP-based games,bonus games, or the like. The term “primary game” or “base game” mayrefer to play resulting from the spinning of standard physical orvirtual (e.g., electronic, video, or graphical) slot reels, the dealingof physical or virtual (e.g., electronic, video, or graphical) cards, orother game outcomes. For example, the outcome of a primary reel gamemight be cherry-cherry-bar. The term “primary reel game” or “base reelgame” may refer to play resulting from the spinning of standard physicalor virtual slot reels. The terms “bonus game,” “bonus feature,” “featuregame,” or “secondary game” may refer to an additional game playable onan electronic gaming device that is separate from the primary game. Abonus game typically does not require the player to wager any additionalfunds or credits, and a bonus game may include the possibility ofwinning a relatively large payout. In some cases, a bonus game mayrequire an additional wager.

The term “game controller” refers to a circuit (e.g., an electroniccircuit board, a programmable computer chip, an integrated circuit(“IC”), etc.) within an electronic gaming device that includes one ormore processors that process game play instructions in accordance withgame play rules, and outputs or generates game play outcomes to one ormore displays, screens, or monitors. For example, a game controller canprocess game play instructions, and generate outcomes. The game playrules may be stored as program code in a memory (for execution by one ormore processors of the game controller) but can also be hardwired in adedicated circuit. In some embodiments, the memory may also store dataindicative of a plurality of symbols, pay tables, reel strip layouts,images, and/or other information to be used in games. The term “controllogic” may refer to a game controller or, more generally, one or moreprocessors, operable to process game play instructions in accordancewith game play rules, determine outcomes in accordance with game playrules, and generate outputs (e.g., to one or more display screens and/orspeakers). For example, control logic can implement game playinstructions, determine outcomes, and generate outputs. Depending onimplementation, control logic can be implemented by software executableon a CPU, by software controlling special-purpose hardware (e.g., a GPUor other graphics hardware for video acceleration), or byspecial-purpose hardware (e.g., in an ASIC).

The term “gaming device” refers to any electrical, mechanical, orelectro-mechanical device, including an electronic gaming machine(“EGM”), that may accept wagers, step through a process to determine anoutcome, and pay winnings based on the outcome. In some examples, theoutcome may be randomly generated, as with a typical slot machine; maybe generated through a combination of randomness and player skill, aswith video poker; or may be generated entirely through player skill.Gaming devices may include slot machines (with virtual and/or mechanicalreels), video poker machines, video blackjack machines, video roulettemachines, keno machines, video bingo machines, pachinko machines,lottery terminals, handheld gaming devices, and the like. In someembodiments, handheld gaming devices may include smartphones, tablets,and other portable devices. Thus, an electronic gaming device may usespecially-configured computer hardware that implements gamefunctionality, or an electronic gaming device may use general-purposecomputer hardware that has been programmed to implement gamefunctionality.

The term “mobile device” refers to a battery-powered or untetheredportable computing device. Some mobile devices can include wirelesscommunication capability. A mobile device can be a smartphone, howeverthis is not a requirement.

The term “network server” refers to any server that is part of a casinomanagement system or network in a casino, that facilitates communicationor connection between a patron device and an electronic gaming device orassociated player tracking interface. A network server is a resourceserving more than one gaming device and is distinct from the electronicgaming devices and player tracking interfaces themselves. A networkserver can provide or maintain history or profiles of patrons of thecasino. A network server can be a single computer or can be distributedover multiple connected computers in one or more locations. Accordingly,multiple actions ascribed to a network server herein can sometimes beperformed by distinct computers.

The term “peripheral device” refers to a device operatively connected(e.g., physically, wirelessly, and/or logically) to an electronic gamingdevice (e.g., more specifically to a game controller within anelectronic gaming device) that is configured to assist in the operationof game, play, payout, wager and/or player tracking related functions.In some embodiments peripheral devices may be located near players at atable game. A beacon transmitter can be a peripheral device.

The term “player tracking interface” refers to a device or combinationof devices that can be an adjunct or accessory to an electronic gamingdevice, and can include a wireless beacon transmitter. A player trackinginterface can monitor events or communications of the electronic gamingdevice and can cause a registered patron's account or profile to beupdated accordingly. A player tracking interface can communicate withone or more casino management servers of a casino management system. Aplayer tracking interface may be, for example, an nCompass™ devicemanufactured by Aristocrat® Technologies, Inc. In some examples, an“intelligent player tracking interface” can download the patron'sprofile or history from the casino management system, perform updateslocally, and subsequently provide updated profile or history to thecasino management system. In other examples, a “thin player trackinginterface” can relay gameplay events to the casino management system, sothat the player's profile or history is actively maintained on thecasino management servers. In some examples, a player tracking interfacecan be installed within or directly on an electronic gaming device, andeach gaming device can have its own player tracking interface. In otherexamples, the player tracking interface can be integrated as part of agaming device, an discrete apparatus attached to or installed within agaming device, or a separate device apart from one or more associatedgaming devices. A multi-player gaming device can have one multi-playerplayer tracking interface, or independent player tracking interfaces foreach player position. In other examples, multiple gaming devices (forexample, in a proximate cluster of gaming devices) can share a singleplayer tracking interface which can concurrently support all of theelectronic gaming devices.

The term “processor” when described as part of, or existing within, agame controller, refers generically to any hardware device that canprocess game play instructions in accordance with game play rules andmay include: a microprocessor, microcontroller, programmable logicdevice, digital signal processors, graphics processors, and/or othercomputational device, a general-purpose computer (e.g., a PC), or aserver. That is, a processor may be provided by any suitable logiccircuitry for receiving inputs, processing the inputs in accordance withinstructions stored in memory and generating outputs (for example, onthe display). For example, a processor can process game playinstructions, and generate outcomes. Such processors may also bereferred to as central processing units (“CPUs”). Most processors aregeneral-purpose units, however, it is also known to provide aspecific-purpose processor using, for example, an application-specificintegrated circuit (“ASIC”) or a field-programmable gate array (“FPGA”).Exemplary processors include the INTEL® CORE™, the AMD® RYZEN™, and theARM® CORTEX® processors.

The term “product” means any machine, manufacture and/or composition ofmatter as contemplated by 35 U.S.C. § 101, unless expressly specifiedotherwise.

The term “promotion” refers to a message or other indication of aproduct, service, credit, or benefit (collectively, “promoted items”)made available to a patron of a casino. The promotion can indicate apromoted item that is available to the patron under more favorable termsthan the normal or published terms for that item. For example, apromotion could offer the item for free instead of for its normalcharge, or at a discount. A promotion can offer an item not usuallyavailable, such as by providing an unlock code for a special gamefeature. A promotion can be restricted for a particular time period,which can be immediately following the time at which the promotion isissued, or after a delay (e.g. next day). Some promotions may requirethe patron to act (e.g., by visiting a particular restaurant or gamingmachine), while other promoted items may be provided automatically(e.g., by credit to the patron's account).

The terms “proximity,” “near,” and similar words can vary betweenexamples, according to particular usage, or according to a communicationtechnology in use. In some examples a patron device and an electronicgaming device can be proximate if the distance between them is less than10 centimeters (cm), less than 30 cm, less than 0.5 m, less than 1 m,less than 3 m, or less than 10 m. A beacon from a beacon transmitter toa patron device can be operable when the patron device is within 0.5 m,1 m, 3 m, 5 m, or 10 m of the electronic gaming device, and in thiscontext, “near” can mean within 0.5 m to within 10 m. NFC communicationbetween a patron device and an electronic gaming device can be operablewhen the patron device is within 10 cm or up to 30 cm of the electronicgaming device, and in this context, “near” can mean within 10 cm towithin 30 cm accordingly. A player tracking interface can be proximateto an electronic gaming device if the player tracking interface is lessthan less than 50 cm, less than 30 cm, less than 10 cm, or even insidethe electronic gaming device. Proximity between a beacon transmitter anda receiving device may be established when the receiving device is ableto reliably receive transmission data from the beacon transmitter (e.g.,without uncorrectable data loss).

The term “register” refers to a process or action of forming a logicalconnection between two entities. For example, a patron can be registeredfor play on an electronic gaming device, whereby a player trackinginterface can associate gameplay with the registered patron.

FIG. 1 illustrates several different models of EGMs which may benetworked to various gaming related servers. The present embodiments canbe configured to work as a system 100 in a gaming environment includingone or more server computers 102 (e.g., slot servers of a casino) thatare in communication, via a communications network, with one or moregaming devices 104A-104X (EGMs, slots, video poker, bingo machines,etc.). The gaming devices 104A-104X may alternatively be portable and/orremote gaming devices such as, but not limited to, a smart phone, atablet, a laptop, or a game console.

Communication between the gaming devices 104A-104X and the servercomputers 102, and among the gaming devices 104A-104X, may be direct orindirect, such as over the Internet through a website maintained by acomputer on a remote server or over an online data network includingcommercial online service providers, Internet service providers, privatenetworks, and the like. In other embodiments, the gaming devices104A-104X may communicate with one another and/or the server computers102 over RF, cable TV, satellite links and the like.

In some embodiments, server computers 102 may not be necessary and/orpreferred. For example, the present embodiments may be practiced on astand-alone gaming device such as gaming device 104A, gaming device 104Bor any of the other gaming devices 104C-104X. However, it is typical tofind multiple EGMs connected to networks implemented with one or more ofthe different server computers 102 described herein.

The server computers 102 may include a central determination gamingsystem server 106, a ticket-in-ticket-out (TITO) system server 108, aplayer tracking system server 110, a progressive system server 112,and/or a casino management system server 114. Gaming devices 104A-104Xmay include features to enable operation of any or all servers for useby the player and/or operator (e.g., the casino, resort, gamingestablishment, tavern, pub, etc.). For example, game outcomes may begenerated on a central determination gaming system server 106 and thentransmitted over the network to any of a group of remote terminals orremote gaming devices 104A-104X that utilize the game outcomes anddisplay the results to the players.

Gaming device 104A is often of a cabinet construction which may bealigned in rows or banks of similar devices for placement and operationon a casino floor. The gaming device 104A often includes a main door 116which provides access to the interior of the cabinet. Gaming device 104Atypically includes a button area or button deck 120 accessible by aplayer that is configured with input switches or buttons 122, an accesschannel for a bill validator 124, and/or an access channel for a ticketprinter 126.

In FIG. 1 , gaming device 104A is shown as a Relm XL™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. As shown, gamingdevice 104A is a reel machine having a gaming display area 118comprising a number (typically 3 or 5) of mechanical reels 130 withvarious symbols displayed on them. The reels 130 are independently spunand stopped to show a set of symbols within the gaming display area 118which may be used to determine an outcome to the game. In embodimentswhere the reels are mechanical, mechanisms can be employed to implementgreater functionality. For example, the boundaries of the gaming displayarea boundaries of the gaming display area 118 may be defined by one ormore mechanical shutters controllable by a processor. The mechanicalshutters may be controlled to open and close, to correspondingly revealand conceal more or fewer symbol positions from the mechanical reels130. For example, a top boundary of the gaming display area 118 may beraised by moving a corresponding mechanical shutter upwards to reveal anadditional row of symbol positions on stopped mechanical reels. Further,a transparent or translucent display panel may be overlaid on the gamingdisplay area 118 and controlled to override or supplement what isdisplayed on one or more of the mechanical reel(s).

In many configurations, the gaming machine 104A may have a main display128 (e.g., video display monitor) mounted to, or above, the gamingdisplay area 118. The main display 128 can be a high-resolution LCD,plasma, LED, or OLED panel which may be flat or curved as shown, acathode ray tube, or other conventional electronically controlled videomonitor.

In some embodiments, the bill validator 124 may also function as a“ticket-in” reader that allows the player to use a casino issued creditticket to load credits onto the gaming device 104A (e.g., in a cashlessticket (“TITO”) system). In such cashless embodiments, the gaming device104A may also include a “ticket-out” printer 126 for outputting a creditticket when a “cash out” button is pressed. Cashless TITO systems arewell known in the art and are used to generate and track uniquebar-codes or other indicators printed on tickets to allow players toavoid the use of bills and coins by loading credits using a ticketreader and cashing out credits using a ticket-out printer 126 on thegaming device 104A. In some embodiments a ticket reader can be usedwhich is only capable of reading tickets. In some embodiments, adifferent form of token can be used to store a cash value, such as amagnetic stripe card.

In some embodiments, a player tracking card reader 144, a transceiverfor wireless communication with a player's smartphone, a keypad 146,and/or an illuminated display 148 for reading, receiving, entering,and/or displaying player tracking information is provided in EGM 104A.In such embodiments, a game controller within the gaming device 104A cancommunicate with the player tracking server system 110 to send andreceive player tracking information.

Gaming device 104A may also include a bonus topper wheel 134. When bonusplay is triggered (e.g., by a player achieving a particular outcome orset of outcomes in the primary game), bonus topper wheel 134 isoperative to spin and stop with indicator arrow 136 indicating theoutcome of the bonus game. Bonus topper wheel 134 is typically used toplay a bonus game, but it could also be incorporated into play of thebase or primary game.

A candle 138 may be mounted on the top of gaming device 104A and may beactivated by a player (e.g., using a switch or one of buttons 122) toindicate to operations staff that gaming device 104A has experienced amalfunction or the player requires service. The candle 138 is also oftenused to indicate a jackpot has been won and to alert staff that a handpayout of an award may be needed.

There may also be one or more information panels 152 which may be aback-lit, silkscreened glass panel with lettering to indicate generalgame information including, for example, a game denomination (e.g.,$0.25 or $1), pay lines, pay tables, and/or various game relatedgraphics. In some embodiments, the information panel(s) 152 may beimplemented as an additional video display.

Gaming devices 104A have traditionally also included a handle 132typically mounted to the side of main cabinet 116 which may be used toinitiate game play.

Many or all the above described components can be controlled bycircuitry (e.g., a gaming controller) housed inside the main cabinet 116of the gaming device 104A, the details of which are shown in FIG. 2 .

Note that not all gaming devices suitable for implementing embodimentsof the present disclosure necessarily include top wheels, top boxes,information panels, cashless ticket systems, and/or player trackingsystems. Further, some suitable gaming devices have only a single gamedisplay that includes only a mechanical set of reels and/or a videodisplay, while others are designed for bar counters or table tops andhave displays that face upwards.

An alternative example gaming device 104B illustrated in FIG. 1 is theArc™ model gaming device manufactured by Aristocrat® Technologies, Inc.Note that where possible, reference numerals identifying similarfeatures of the gaming device 104A embodiment are also identified in thegaming device 104B embodiment using the same reference numbers. Gamingdevice 104B does not include physical reels and instead shows game playfunctions on main display 128. An optional topper screen 140 may be usedas a secondary game display for bonus play, to show game features orattraction activities while a game is not in play, or any otherinformation or media desired by the game designer or operator. In someembodiments, topper screen 140 may also or alternatively be used todisplay progressive jackpot prizes available to a player during play ofgaming device 104B.

Example gaming device 104B includes a main cabinet 116 including a maindoor 118 which opens to provide access to the interior of the gamingdevice 104B. The main or service door 118 is typically used by servicepersonnel to refill the ticket-out printer 126 and collect bills andtickets inserted into the bill validator 124. The door 118 may also beaccessed to reset the machine, verify and/or upgrade the software, andfor general maintenance operations.

Another example gaming device 104C shown is the Helix™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. Gaming device 104Cincludes a main display 128A that is in a landscape orientation.Although not illustrated by the front view provided, the landscapedisplay 128A may have a curvature radius from top to bottom, oralternatively from side to side. In some embodiments, display 128A is aflat panel display. Main display 128A is typically used for primary gameplay while secondary display 128B is typically used for bonus game play,to show game features or attraction activities while the game is not inplay or any other information or media desired by the game designer oroperator.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko, keno, bingo,and lottery, may be provided with or implemented within the depictedgaming devices 104A-104C and other similar gaming devices. Each gamingdevice may also be operable to provide many different games. Games maybe differentiated according to themes, sounds, graphics, type of game(e.g., slot game vs. card game vs. game with aspects of skill),denomination, number of paylines, maximum jackpot, progressive ornon-progressive, bonus games, and may be deployed for operation in Class2 or Class 3, etc.

FIG. 2A is a block diagram depicting exemplary internal electroniccomponents of a gaming device 200 connected to various external systems.All or parts of the example gaming device 200 shown could be used toimplement any one of the example gaming devices 104A-X depicted in FIG.1 . The games available for play on the gaming device 200 are controlledby a game controller 202 that includes one or more processors 204 and agame that may be stored as game software or a program 206 in a memory208 coupled to the processor 204. The memory 208 may include one or moremass storage devices or media that are housed within gaming device 200.Within the mass storage devices and/or memory 208, one or more databases210 may be provided for use by the program 206. A random numbergenerator (RNG) 212 that can be implemented in hardware and/or softwareis typically used to generate random numbers that are used in theoperation of game play to ensure that game play outcomes are random andmeet regulations for a game of chance.

Alternatively, a game instance (e.g., a play or round of the game) maybe generated on a remote gaming device such as a central determinationgaming system server 106 (not shown in FIG. 2A but see FIG. 1 ). Thegame instance is communicated to gaming device 200 via the network 214and then displayed on gaming device 200. Gaming device 200 may executegame software, such as but not limited to video streaming software thatallows the game to be displayed on gaming device 200. When a game isstored on gaming device 200, it may be loaded from a memory 208 (e.g.,from a read only memory (ROM)) or from the central determination gamingsystem server 106 to memory 208. The memory 208 may include RAM, ROM oranother form of storage media that stores instructions for execution bythe processor 204.

The gaming device 200 may include a topper display 216 or another formof a top box (e.g., a topper wheel, a topper screen, etc.) which sitsabove cabinet 218. The cabinet 218 or topper display 216 may also housea number of other components which may be used to add features to a gamebeing played on gaming device 200, including speakers 220, a ticketprinter 222 which prints bar-coded tickets or other media or mechanismsfor storing or indicating a player's credit value, a ticket reader 224which reads bar-coded tickets or other media or mechanisms for storingor indicating a player's credit value, and a player tracking interface232. The player tracking interface 232 may include a keypad 226 forentering information, a player tracking display 228 for displayinginformation (e.g., an illuminated or video display), a card reader 230for receiving data and/or communicating information to and from media ora device such as a smart phone enabling player tracking. Ticket printer222 may be used to print tickets for a TITO system server 108. Thegaming device 200 may further include a bill validator 234, player-inputbuttons 236 for player input, cabinet security sensors 238 to detectunauthorized opening of the cabinet 218, a primary game display 240, anda secondary game display 242, each coupled to and operable under thecontrol of game controller 202.

Gaming device 200 may be connected over network 214 to player trackingsystem server 110. Player tracking system server 110 may be, forexample, an OASIS® system manufactured by Aristocrat® Technologies, Inc.Player tracking system server 110 is used to track play (e.g. amountwagered, games played, time of play and/or other quantitative orqualitative measures) for individual players so that an operator mayreward players in a loyalty program. The player may use the playertracking interface 232 to access his/her account information, activatefree play, and/or request various information. Player tracking orloyalty programs seek to reward players for their play and help buildbrand loyalty to the gaming establishment. The rewards typicallycorrespond to the player's level of patronage (e.g., to the player'splaying frequency and/or total amount of game plays at a given casino).Player tracking rewards may be complimentary and/or discounted meals,lodging, entertainment and/or additional play. Player trackinginformation may be combined with other information that is now readilyobtainable by a casino management system.

Gaming devices, such as gaming devices 104A-104X, 200, are highlyregulated to ensure fairness and, in many cases, gaming devices104A-104X, 200 are operable to award monetary awards (e.g., typicallydispensed in the form of a redeemable voucher). Therefore, to satisfysecurity and regulatory requirements in a gaming environment, hardwareand software architectures are implemented in gaming devices 104A-104X,200 that differ significantly from those of general-purpose computers.Adapting general purpose computers to function as gaming devices 200 isnot simple or straightforward because of: 1) the regulatory requirementsfor gaming devices 200, 2) the harsh environment in which gaming devices200 operate, 3) security requirements, 4) fault tolerance requirements,and 5) the requirement for additional special purpose componentryenabling functionality of an EGM. These differences require substantialengineering effort with respect to game design implementation, hardwarecomponents and software.

When a player wishes to play the gaming device 200, he/she can insertcash or a ticket voucher through a coin acceptor (not shown) or billvalidator 234 to establish a credit balance on the gamine machine. Thecredit balance is used by the player to place wagers on instances of thegame and to receive credit awards based on the outcome of winninginstances. The credit balance is decreased by the amount of each wagerand increased upon a win. The player can add additional credits to thebalance at any time. The player may also optionally insert a loyaltyclub card into the card reader 230. During the game, the player viewsthe game outcome on one or more of the primary game display 240 andsecondary game display 242. Other game and prize information may also bedisplayed.

For each game instance, a player may make selections, which may affectplay of the game. For example, the player may vary the total amountwagered by selecting the amount bet per line and the number of linesplayed. In many games, the player is asked to initiate or select optionsduring course of game play (such as spinning a wheel to begin a bonusround or select various items during a feature game). The player maymake these selections using the player-input buttons 236, the primarygame display 240 which may be a touch screen, or using some other devicewhich enables a player to input information into the gaming device 200.

During certain game events, the gaming device 200 may display visual andauditory effects that can be perceived by the player. These effects addto the excitement of a game, which makes a player more likely to enjoythe playing experience. Auditory effects include various sounds that areprojected by the speakers 220. Visual effects include flashing lights,strobing lights or other patterns displayed from lights on the gamingdevice 200 or from lights behind the information panel 152 (FIG. 1 ).

When the player is done, he/she cashes out the credit balance (typicallyby pressing a cash out button to receive a ticket from the ticketprinter 222). The ticket may be “cashed-in” for money or inserted intoanother machine to establish a credit balance for play.

While an example gaming device 200 has been described in regard to FIG.2A, certain aspects of the present disclosure may be implemented bygaming devices that lack one or more of the above-described components.For example, not all gaming devices suitable for implementing aspects ofthe present disclosure necessarily include top boxes, informationpanels, cashless ticket systems, and/or player tracking systems.Further, some suitable gaming devices may include a single game displayhaving mechanical reels or a video display. Moreover, other embodimentsmay be designed for bar tables and have displays that face upwards.

Many different types of wagering games, including mechanical slot games,video slot games, video poker, video black jack, video pachinko, keno,bingo, and lottery, may be provided by the gaming device 200. Inparticular, the gaming device 200 may be operable to provide manydifferent instances of games of chance. The instances may bedifferentiated according to themes, sounds, graphics, type of game(e.g., slot game vs. card game vs. game with aspects of skill),denomination, number of paylines, maximum jackpot, progressive ornon-progressive, bonus games, class 2 or class 3, etc.

The gaming device 200 may allow a player to select a game of chance,skill, or combination thereof, to play from a plurality of instancesavailable on the gaming device 200. For example, the gaming device 200may provide a menu with a list of the instances of games that areavailable for play on the gaming device 200 and a player may be able toselect, from the list, a game that they wish to play.

In the example embodiment, the gaming device 200 also includes an EGMinterface controller 244 and a wireless beacon 246 configured totransmit wireless data to, or otherwise establish wireless communicationwith, nearby personal mobile devices (or “mobile devices”) 248 ofplayers. In some embodiments, the beacon 246 may utilize near-fieldcommunication (NFC) or Bluetooth® to pair with the mobile device 248. Inone example embodiment, the gaming device 200 uses a Bluetooth beaconsuch as those made commercially available by Radius Networks, Inc.(headquartered in Washington, D.C.) (e.g., “RadBeacon USB”). The beacon246 is able to be configured, by the EGM interface controller 244, witha changeable beacon ID that is used when establishing connectivitybetween the beacon 246 and the mobile device 248. During operation, insome embodiments, the beacon 246 may detect that there is a mobiledevice 248 nearby and available for a wireless connection. Upondetection of the nearby mobile device 248, the EGM interface controller244 may transmit a beacon ID request to the casino management systemserver 114. The casino management system server 114 generates a new ID(“custom beacon ID”) for the beacon 246 and transmits that beacon IDback to the gaming device 200. The custom beacon ID may be uniquelygenerated (e.g., relative to other beacon IDs being used in other EGMsat the casino's property), and may use output from an RNG to generatethe beacon ID. The EGM interface controller 244 reconfigures the beacon246 to use the custom beacon ID. Once the custom beacon ID isconfigured, the beacon 246 establishes a pairing with the mobile device248, thereby allowing wireless connectivity between the mobile device248 of the player and allowing the various functionality permitted bythe gaming device 200 or other networked services to be made availableto the mobile device 248 on the network 214. In some embodiments, thebeacon 246 may be configured as a one-way beacon (e.g., transmissiononly), thereby allowing transmission of messages from the one-way beaconto nearby mobile device 248 or other receptive computing devices.

FIG. 2B illustrates an example gaming environment 250 in which thegaming devices 104, 200 shown in FIGS. 1 and 2A may appear. In theexample embodiment, the gaming environment 250 is a physical venue of acasino that includes banks 252 of gaming devices 104. In this example,each bank 252 of gaming devices 104 includes a corresponding gamingsignage system 254. In this example, the gaming environment 250 includesa gaming table (e.g., a “smart table”) 294 that is configured for tablegaming. The gaming environment 250 also includes mobile gaming devices256 which, in various embodiments, may present wagering games or socialgames. The mobile gaming devices 256 may, for example, include tabletdevices, cellular phones, smart phones, personal mobile devices 248, orother handheld computing devices. In this example, the mobile gamingdevices 256 are configured for communication with one or more otherdevices in the gaming environment 250, including but not limited to oneor more of the gaming devices 104, one or more smart tables 294, one ormore kiosk(s) 260, and one or more of the server computers 102, viawireless access points 258. In some implementations, the mobile gamingdevices 256 may be configured for communication with one or more otherdevices in the gaming environment 250, including but not limited to oneor more of the gaming devices 104, one or more smart tables 294, one ormore kiosk(s) 260, via wireless communications (e.g., near-fieldcommunication (NFC), Bluetooth, Wi-Fi, or such, via one of the “beacons”described herein).

According to some examples, the mobile gaming devices 256 may beconfigured for stand-alone determination of game outcomes. However, insome alternative implementations the mobile gaming devices 256 may beconfigured to receive game outcomes from another device, such as acentral determination gaming system server (not separately shown), oneof the gaming devices 104, etc.

Some mobile gaming devices 256 may be configured to accept monetarycredits from a credit or debit card, via a wireless interface (e.g., viaa wireless payment app), via tickets, via a patron casino account, etc.However, some mobile gaming devices 256 may not be configured to acceptmonetary credits via a credit or debit card. Some mobile gaming devices256 may include a ticket reader and/or a ticket printer whereas somemobile gaming devices 256 may not, depending on the particularimplementation.

In some embodiments, the gaming environment 250 may include one or morekiosks 260 that are configured to facilitate monetary transactionsinvolving the mobile gaming devices 256, which may include cash outand/or cash in transactions. The kiosk(s) 260 may be configured forwired and/or wireless communication with the mobile gaming devices 256.The kiosk(s) 260 may be configured to accept monetary credits fromcasino patrons 262 or to dispense monetary credits to casino patrons 262via cash, a credit or debit card, via a wireless interface (e.g., via awireless payment app), via tickets, digital wallet, or such. Accordingto some examples, the kiosk(s) 260 may be configured to accept monetarycredits from a casino patron and to provide a corresponding amount ofmonetary credits to a mobile gaming device 256 for wagering purposes(e.g., via a wireless link such as an NFC link). In some such examples,when a casino patron 262 is ready to cash out, the casino patron 262 mayselect a cash out option provided by the mobile gaming device 256, whichmay include a real button or a virtual button (e.g., a button providedvia a graphical user interface) in some instances. In some suchexamples, the mobile gaming device 256 may send a “cash out” message tothe kiosk 260 via a wireless link in response to receiving a “cash out”indication from a casino patron. The kiosk 260 may provide monetarycredits to the patron 262 corresponding to the “cash out” message, whichmay be in the form of cash, a credit ticket, a credit transmitted to afinancial account corresponding to the casino patron, a digital walletaccount, or such.

In some implementations, a cash-in process and/or a cash-out process maybe facilitated by the TITO system server 108. For example, the TITOsystem server 108 may control, or at least authorize, ticket-in andticket-out transactions that involve a mobile gaming device 256 and/or akiosk 260.

Some mobile gaming devices 256 may be configured for receiving and/ortransmitting player loyalty information. For example, some mobile gamingdevices 256 may be configured for wireless communication with the playertracking system server 110. Some mobile gaming devices 256 may beconfigured for receiving and/or transmitting player loyalty informationvia wireless communication with a patron's player loyalty card, apatron's smartphone, etc.

According to some implementations, a mobile gaming device 256 may beconfigured to provide safeguards that prevent the mobile gaming device256 from being used by an unauthorized person. For example, some mobilegaming devices 256 may include one or more biometric sensors and may beconfigured to receive input via the biometric sensor(s) to verify theidentity of an authorized patron. Some mobile gaming devices 256 may beconfigured to function only within a predetermined or configurable area,such as within a casino gaming area (e.g., based on GPS and geofencing).

FIG. 2C is a diagram that shows examples of components of a system forproviding online gaming according to some aspects of the presentdisclosure. As with other figures presented in this disclosure, thenumbers, types and arrangements of gaming devices shown in FIG. 2C aremerely shown by way of example. In the example embodiment, variousgaming devices, including but not limited to end user devices (EUDs) 264a, 264 b and 264 c are capable of communication via one or more networks292. The networks 292 may, for example, include one or more cellulartelephone networks, the Internet, Wi-Fi networks, satellite networks, orsuch. In this example, the EUDs 264 a and 264 b are mobile devices. Forexample, the EUD 264 a may be a tablet device and the EUD 264 b may be asmart phone. EUDs 264 may be similar to personal mobile device 248(shown in FIG. 2A) or mobile gaming devices 256 (shown in FIG. 2B). TheEUD 264 c is a laptop computer that is located within a residence 266 atthe time depicted in FIG. 2C. Accordingly, in this example the hardwareof EUDs 264 is not specifically configured for online gaming, althougheach EUD 264 is configured with software for online gaming. For example,each EUD 264 may be configured with a web browser, installed gamingapplications, player apps, or such. Other implementations may includeother types of EUD 264, some of which may be specifically configured foronline gaming.

In this example, a gaming data center 276 includes various devices thatare configured to provide online wagering games or social games via thenetworks 292. The gaming data center 276 is capable of communicationwith the networks 292 via the gateway 272. In this example, switches 278and routers 280 are configured to provide network connectivity fordevices of the gaming data center 276, including storage devices 282 a,servers 284 a and one or more workstations 286 a. The servers 284 a may,for example, be configured to provide access to a library of games foronline game play or for download and installation by remote devices(e.g., EUDs 264). In some examples, code for executing at least some ofthe games may initially be stored on one or more of the storage devices282 a. The code may be subsequently loaded onto a server 284 a afterselection by a player via an EUD 264 and communication of that selectionfrom the EUD 264 via the networks 292. The server 284 a onto which codefor the selected game has been loaded may provide the game according toselections made by a player and indicated via the player's EUD 264. Inother examples, code for executing at least some of the games mayinitially be stored on one or more of the servers 284 a. Although onlyone gaming data center 276 is shown in FIG. 2C, some implementations mayinclude multiple gaming data centers 276.

In this example, a financial institution data center 270 is alsoconfigured for communication via the networks 292. Here, the financialinstitution data center 270 includes servers 284 b, storage devices 282b, and one or more workstations 286 b. According to this example, thefinancial institution data center 270 is configured to maintainfinancial accounts, such as checking accounts, savings accounts, loanaccounts, payment card accounts, rewards accounts, loyalty accounts,player accounts, digital wallet accounts, or such. In someimplementations one or more of the authorized users 274 a-274 c maymaintain at least one financial account with the financial institutionthat is serviced via the financial institution data center 270.

According to some implementations, the gaming data center 276 may beconfigured to provide online wagering games in which money may be won orlost, or various social games, some of which may use virtual currencies.According to some such implementations, one or more of the servers 284 amay be configured to monitor player credit balances, which may beexpressed in game credits, in real or virtual currency units, or in anyother appropriate manner. In some implementations, the server(s) 284 amay be configured to obtain financial credits from and/or providefinancial credits to one or more financial institutions, according to aplayer's “cash in” selections, wagering game results and a player's“cash out” instructions. According to some such implementations, theserver(s) 284 a may be configured to electronically credit or debit theaccount of a player that is maintained by a financial institution, e.g.,an account that is maintained via the financial institution data center270. The server(s) 284 a may, in some examples, be configured tomaintain an audit record of such transactions.

In some embodiments, the gaming data center 276 may be configured toprovide online wagering games for which credits may not be exchanged forcash or the equivalent. In some such examples, players may purchase gamecredits for online game play, but may not “cash out” for monetary creditafter a gaming session. Moreover, although the financial institutiondata center 270 and the gaming data center 276 include their own serversand storage devices in this example, in some examples the financialinstitution data center 270 and/or the gaming data center 276 may useoffsite “cloud-based” servers and/or storage devices. In somealternative examples, the financial institution data center 270 and/orthe gaming data center 276 may rely entirely on cloud-based servers.

One or more types of devices in the gaming data center 276 (orelsewhere) may be capable of executing middleware, e.g., for datamanagement and/or device communication. Authentication information,player tracking information, etc., including but not limited toinformation obtained by EUDs 264 and/or other information regardingauthorized users of EUDs 264 (including but not limited to theauthorized users 274 a-274 c), may be stored on storage devices 282and/or servers 284. Other game-related information and/or software, suchas information and/or software relating to leaderboards, playerscurrently playing a game, game themes, game-related promotions, gamecompetitions, etc., also may be stored on storage devices 282 and/orservers 284. In some implementations, some such game-related softwaremay be available as “apps” and may be downloadable (e.g., from thegaming data center 276) by authorized users.

In some examples, authorized users and/or entities (such asrepresentatives of gaming regulatory authorities) may obtaingaming-related information via the gaming data center 276. One or moreother devices (such EUDs 264 or devices of the gaming data center 276)may act as intermediaries for such data feeds. Such devices may, forexample, be capable of applying data filtering algorithms, executingdata summary and/or analysis software, etc. In some implementations,data filtering, summary and/or analysis software may be available as“apps” and downloadable by authorized users.

In some embodiments, the financial institution data center 270 may beconfigured for communication with one or more devices in the gamingenvironment 250. As noted above, the mobile gaming devices 256 may ormay not be specialized gaming devices, depending on the particularimplementation. In some examples, the mobile gaming devices 256 may beend user devices (EUDs 264), such as tablet devices, cellular phones,smart phones and/or other handheld devices.

In some embodiments, the gaming environment 250 may include one or morekiosks 260. According to some implementations, the kiosk(s) 260 may bepart of the digital wallet management server 290 even though in FIG. 2Bthe kiosk(s) 260 and the digital wallet management server 290 are shownseparately. The kiosk(s) 260 may be configured for communication withother devices of the digital wallet management server 290 (e.g., withone or more servers of the digital wallet management server 290), forexample, to allow digital wallet-based transactions at the kiosk 260(e.g., purchasing credits from a digital wallet account to cash or to aTITO ticket, redeeming a TITO ticket to a digital wallet account,redeeming a reward stored in a digital wallet).

In some embodiments, the kiosk(s) 260 may be configured to facilitatemonetary transactions involving a digital wallet (e.g., monetarytransactions involving digital wallet software being executed by one ormore of the mobile gaming devices 256). Such transactions may include,but are not limited to, cash out and/or cash in transactions. Thekiosk(s) 260 may be configured for wired and/or wireless communicationwith the mobile gaming devices 256. The kiosk(s) 260 may be configuredto accept monetary credits from casino patrons 262 and/or to dispensemonetary credits to casino patrons 262 via cash, a credit or debit card,via a wireless interface (e.g., via a wireless payment app), viatickets, etc. Accordingly, in some such examples, the kiosk(s) 260 maybe configured for communication with one or more financial institutiondata centers.

In some embodiments, the kiosk(s) 260 may be configured to acceptmonetary credits from a casino patron and to provide a correspondingamount of monetary credits to a mobile gaming device 256 for wageringpurposes (e.g., via a wireless link such as a near-field communicationslink). According to some implementations, a digital wallet app runningon one of the mobile gaming devices 256 (e.g., on a patron's cell phone)may be configured for wireless communication with gaming devices 104,smart tables 294, or such (e.g., to provide digital wallet-based,cashless “cash-out” and/or “cash-in” transactions at location). In somesuch examples, when a casino patron 262 is ready to cash out, the casinopatron 262 may select a cash out option provided by a mobile gamingdevice 256, which may include a real button or a virtual button (e.g., abutton provided via a graphical user interface) in some instances. Insome such examples, the mobile gaming device 256 may send a “cash out”message to a kiosk 260 via a wireless link in response to receiving a“cash out” indication from a casino patron. The kiosk 260 may providemonetary credits to the patron 262 corresponding to the “cash out”message, which may be in the form of cash, a credit ticket, a credittransmitted to a financial account corresponding to the casino patron,etc.

In some examples, at least some of the mobile gaming devices 256 may beconfigured for implementing digital wallet transactions with a gamingdevice 104 or a smart table 294 via Bluetooth or NFC. According to someimplementations, the gaming device 104 or smart table 294 may beconfigured to provide a Bluetooth low-energy (LE) beacon forestablishing wireless communication with at least some of the mobilegaming devices 256. In some implementations, the mobile gaming device256 may implement digital wallet transactions (such as cash in or cashout transactions) with the gaming device 104 or smart table 294directly, via NFC or Bluetooth. In other implementations, the gamingdevice 104 or smart table 294 may be able to transmit communications toa mobile gaming device via NFC or the Bluetooth (LE) beacon, but themobile gaming device may be required to provide input to the gamingdevice 104 or smart table 294 indirectly (e.g., via one or more devicesof a player loyalty system or of a digital wallet management system).

Some embodiments provide alternative methods of establishing a“cardless” connection between a mobile gaming device and an EGM 104 or asmart table 294. In some such implementations, a player trackinginterface of the gaming device 104 or smart table 294 may be configuredto establish a wireless connection and a cardless player trackingsession with a mobile gaming device. For example, the gaming device 104may be configured to establish a wireless connection and a cardlessplayer tracking session with a mobile gaming device via the playertracking interface 232 that is described above with reference to FIG.2A. A smart table 294 may be configured to establish a wirelessconnection and a cardless player tracking session with a mobile gamingdevice.

In some examples, a player tracking interface of the gaming device 104or smart table 294 may be configured for wireless communication with amobile gaming device (e.g., via Bluetooth or NFC). In some suchexamples, the player tracking interface may include a user interface(e.g., a GUI or a physical button) with which a player can interact inorder to obtain a passcode from the player tracking interface. Thepasscode may, for example, be an RNG code. The passcode may be providedto the player via a display of the player tracking interface. The playermay be required to input the code (e.g., via the mobile gaming device)in order to pair the mobile gaming device with the player trackinginterface and enable digital wallet transactions with the EGM or thesmart table. According to some such implementations, a “cardless” playerloyalty session may also be established when the mobile gaming device ispaired with the player tracking interface.

FIG. 3 is a network architecture diagram illustrating an example systemfor providing proximity-based digital interactions (or just “digitalinteractions system”) 300. In the example embodiment, the interactionssystem 300 utilizes various beacons 360A, 360B, 360C (collectively,“beacons 360”) to wirelessly broadcast one-way transmissions to mobilecomputing devices of nearby patrons, such as the mobile device 320 ofpatron 310. Beacons 360 may be similar to beacon 246 (shown in FIG. 2A).Mobile device 320 may be similar to the personal mobile device 248(shown in FIG. 2A), the mobile gaming devices 256 (shown in FIG. 2B), orthe EUDs 264 (shown in FIG. 2C). In the example embodiment, beacons 360are configured as a one-way beacons (e.g., transmission only), such asconforming to the Bluetooth® 4.0 Low Energy standard, thereby allowingone-way transmission of messages from the beacons 360 to nearby mobiledevices 320 or other nearby receptive computing devices. These one-waytransmissions provided by the beacons 360 are referred to herein as“interaction prompt messages,” as they are configured to initiatedigital interactions with nearby mobile devices 320. These interactionprompt messages, when read by the mobile device 320, cause the mobiledevice 320 to initiate, often-times automatically, particular digitalinteractions with patrons 310 as they walk near the beacons 360 (e.g.,based on proximity to particular locations when the beacons 360 arepositioned near those locations). For example, prompted digitalinteractions may include receiving free play credits for a nearby EGM354 or table game 350, providing information about nearby games (e.g.,help screens for EGM 354, game play rules for table game 350), orlinking to a ticket sales page for a show at a nearby location ofinterest 352 (e.g., near a theatre box office, near signageadvertisement for the show, or the like).

To provide such proximity-based digital interactions, in the exampleembodiment, the beacons 360 are positioned near (e.g., within)particular devices or other locations of interest 352. Devicesconfigured with their own beacons 360 (e.g., internal to, mounted to, orotherwise integrated with their own beacons 360) may be referred toherein as “beaconed devices,” or a “host device” for a particular“hosted” beacon 360. Hosted beacons 360 may draw power from a sharedpower feed of the host device or share other common resources (e.g.,network interfaces). Beaconed devices may include, for example, EGMs104, 200, 340, a bank 252 of EGMs, table games or smart tables 294, 350,kiosks 260, signage (not shown, e.g., advertisement signs, digitaldisplays), vending machines (not shown), service robots (not shown), orpoint of sale devices. For example, the EGM 354 may have a hosted beacon360A installed within the cabinet 218 of the EGM 354, or the table game350 may integrate a hosted beacon 360B within or mounted to the table.Beacons 360 may be integrated within a player tracking interface such asthe player tracking interface 232 of FIG. 2 . Some beacons 360, referredto herein as “stand-alone beacons,” may be installed and poweredindependent of any other device (e.g., in a dedicated housing containingthe beacon 360 and other supporting components for networking, power,processing, memory, and the like). For example, a bar or restaurant mayinstall a stand-alone beacon 360 near a location of interest 352, suchas the entrance to the bar or restaurant (e.g., in a host stand, near amenu display).

The beacons 360 are configured (e.g., via remote device configuration orsettings changes from the casino management system server 114) tobroadcast specific data that can be used to prompt nearby devices toparticipate in an interaction event. The interaction prompt message(s)broadcast by the beacons 360 include a data payload (or just “payload”)that may be read and processed by nearby devices 320 (e.g., deviceshaving Bluetooth® receivers or other wireless receivers consistent withthe one-way transmitters of the beacons 360). The payload may include anaction identifier or a uniform resource locator (“URL”) that may be usedto trigger a particular interaction event on the device 320. The actionidentifier may be a numeric or alpha-numeric identifier that is assignedto, and thus can be used by the digital interactions system 300 toreference, a particular interaction event. The URL may be used as a linkto a backend resource that is configured to initiate a particularinteraction event.

In some embodiments, beacons 360 may be assigned unique deviceidentifiers (IDs) and the payload may, additionally or alternatively tothe action ID or URL, include the unique beacon device ID. As such, thedigital interactions system 300 may configure one or more interactionprompt messages specific to particular beacons 360. For example, a newlyinstalled EGM 354 may be configured with a tutorial interaction eventspecific to the game title running on that EGM 354, thereby allowingnearby patrons 310 to read about that game play. In some embodiments,beacons 360 may be assigned a device type (e.g., digital game type,device type, manufacturer type, card game type, or any combination ofsuch) and the payload may, additionally or alternatively to the actionID or URL, include the device type. As such, the digital interactionssystem 300 may configure one or more interaction prompt messagesspecific to particular device types (e.g., a particular interactionevent for all “Buffalo Gold®” EGMs 340). For example, all hosted beacons360A of EGMs offering a particular promoted game title may be configuredwith a promotional offer interaction event, such as 100 free playcredits, thereby attracting nearby patrons 310 to play EGMs 340 withthat particular game title.

To enable interaction events between the beacons 360 and the mobiledevices 320, the mobile devices 320 are configured to receive andprocess the interaction prompt messages. More specifically, in theexample embodiment, the patron 310 installs a player app 330 onto theirmobile device 320. The player app 330 provides a loyalty component 332,a digital wallet component 334, a social games component 336, a wageringgames component 338, and a wireless communications component 340. Theloyalty component 332 may allow the patron 310 to register for a loyaltyaccount, view loyalty status information for their existing loyaltyaccount, view or edit account profile information, redeem loyaltyrewards accrued under their loyalty account, or the like. The digitalwallet component 334 may allow the patron 310 to store payment card oraccount information, perform transactions from or to accounts or paymentcards, or view rewards data or redeem awards. The social games component336 provides access to various social games that may be played by thepatron 310 on their mobile device 320 (e.g., using virtual currencies orother non-wagering game play). The wagering games component 338 allowsthe patron 310 to participate in various wagering games on their mobiledevice 320 (e.g., using various real currencies via their digital walletor other player accounts). Wagering games may require the patron 310,and their mobile device 320, to be within at a physical venue of anoperator, which may be determined and verified by GPS location data ofthe mobile device 320 and geofencing, or other location verificationtechnologies.

Further, in the example embodiment, the mobile device 320 includes awireless receiver (not separately shown) that allows the mobile device320 to receive wireless communications, such as interaction promptmessages, from the one-way beacons 360. Such wireless one-waycommunications are illustrated in FIG. 3 by wireless links 362 betweenthe mobile device 320 and one or more nearby beacons 360. In suchunidirectional embodiments (e.g., with one-way broadcasting frombeacon(s) 360), any given mobile device 320 within proximity of any oneor more particular beacons 360 may receive and process any or allinteraction prompt messages received by the mobile device 320. Thewireless communication component 340 allows the mobile device 320 toreceive interaction prompt messages (e.g., performing communicationsprocessing as part of a network stack for the wireless receiver), and adigital interactions component 342 processes any received interactionprompt messages and performs any associated interaction eventsimplicated by the received messages, perhaps in conjunction with aremote server such as the casino management system server 114 or anothernetwork-accessible resource. In some embodiments, the player app 330 mayadditionally be used to establish cardless connection with gamingdevices 104, smart tables 294, kiosks 260, or other devices one-way ortwo-way beaconed devices through the wireless communication component340 (e.g., to perform digital wallet transactions with the device, toenter into rated session play under their loyalty ID with the device, orthe like).

During operation, beacons 360 may be configured to broadcast one or moreinteraction prompt messages. For example, the hosted beacon 360A of theEGM 354 may be configured to broadcast a first interaction promptmessage that provides a free play credits promotional offer interactionevent as well as a second interaction prompt message that provides helpscreens for the game title provided by the EGM 354. Beacons 360 may beconfigured to transmit interaction prompt messages periodically (e.g.,at a pre-configured broadcast frequency, such as once per second, twiceper second, or once every five seconds). In some embodiments, beacons360 may be configured based on state information from their hostingdevice. For example, in some embodiments, the system 300 may beconfigured to transmit certain interaction prompt messages (e.g., gamepromotions) when the EGM 354 is in an idle state (e.g., when availablefor game play but currently occupied). In some embodiments, the server114 or the hosting EGM 354 may reconfigure the beacon 360A based on thestate information of the hosting device. In another example, when theEGM 354 is currently being played but the gaming session is an uncardedsession (e.g., occupied by an anonymous patron, a patron that has notpresented a loyalty card), the system 300 may transmit an interactionprompt message to entice the patron to, for example, establish identitywith the EGM 354 (e.g., provide their loyalty card, connect with theirmobile device 320) or register for a loyalty program. In someembodiments, the system 300 may be configured to transmit certaininteraction prompt messages (e.g., connection suggestion) for“unconnected patrons,” when the EGM 354 is currently being played butthe patron 310 has not wirelessly connected with the EGM 354 (e.g., asdescribed below with respect to FIGS. 4-7 ).

When a device, such as the mobile device 320 of the patron 310, isbrought into receiving range of the beacon 360, and when the device 320is configured to listen for such broadcast messages (e.g., when theplayer app is running on the mobile device 320, when the wirelessreceiver is enabled), the device 320 receives and processes theinteraction prompt message(s) of nearby beacons 360. Continuing theabove example, when the mobile device 320 is brought near the hostedbeacon 360A of EGM 354, the wireless communication component 340receives both the first and second interaction prompt messages and readsthe contents of each message. In the example embodiment, the player app330 provides a graphical user interface on the mobile device 320 throughwhich interaction events are provided to the patron 310. For example,when the first interaction prompt message for free play credits on theEGM 354 is received, the player app 330 may display an interactionactivation screen that provides the patron 310 with an offer to receivethe free play credits (e.g., via virtual button press on the mobiledevice 320 to signal patron activation). When multiple interactionprompt messages are received, the interaction activation screen maypresent multiple options for interaction events (e.g., one forviewing/activating the free play credits offer, another for viewing helpscreens for the game title running on the EGM 354).

When the patron 310 activates a particular interaction event, the playerapp 330 performs steps to complete the interaction event. Someinteraction events, referred to herein as “locally performed events,”may be performed solely by the player app 330 (e.g., without externalcommunication to the casino management system server 114). For example,upon activation of the above example second interaction prompt message(providing help screens for a game title), the player app 330 mayalready have the help screens locally stored on the mobile device 320.Accordingly, the player app 330 may identify the game title associatedwith the second interaction prompt message based on comparison of anaction ID provided in the second interaction prompt message and a tableof game titles and associated action IDs. Once the game title has beendetermined, the player app 330 may display the associated help screenson the mobile device 320 and complete the interaction event.

Other interaction events, referred to herein as “networked events,”include communications and actions performed external to the mobiledevice 320 (e.g., via networked communications with the casinomanagement system server 114). For example, upon activation of the aboveexample first interaction prompt message (for free play credits on theEGM 354), the mobile device 320 may create and transmit an eventactivation message to the casino management system server 114, and theserver 114 may contribute in completing the interaction event (e.g.,identifying what type of event has been activated, where the free playcredits are to be applied, applying the free play credits to aparticular EGM 354, or the like). Once the casino management systemserver 114 completes the event, the server 114 may transmit an eventcompletion message back to the mobile device 320. In some embodiments,the interaction event may involve a URL. As such, the player app 330 maybe configured to directly access the URL (e.g., via networkedcommunication to an online site identified by the URL) or may indirectlyaccess the URL by transmitting the URL in an event activation message tothe casino management system server 114, which may process the URL as aproxy for the mobile device 320.

Various types of interaction events may be supported by the digitalinteractions system 300 and configured on any of the beacons 360.

One example type of interaction event is a wagering interaction event.Wagering interaction events are directed at improving patron interactionwith wagering devices and other wagering activities. In one exampleembodiment, a wagering interaction event can include providing free ordiscounted wagering funds that can be used to participate in wageringactivities (e.g., free credits for EGM game play, free chips for tablegame play, free spins on slot-style EGMs, free hands of video poker,free or discounted tournament entry, or the like).

Upon receipt of a wagering interaction event, the player app 330 maycommunicate with the casino management system server 114 to complete theinteraction event. For example, when the patron 310 activates a wageringinteraction event that provides free credits or free spins on the EGM354, the mobile device 320 may transmit an event activation message tothe casino management system server 114 (e.g., via wireless connectivitybetween the mobile device 320 and a public wireless network 292 at avenue premises). The event activation message may include, for example,an action ID that is pre-configured for the particular interactionprompt message to provide game play credits. The casino managementsystem server 114 determines that the provided action ID is associatedwith free game play credits and provides the free game play credits forthe patron 310.

In some embodiments, the wagering funds may be directly targeted andapplied to a particular EGM 354. For example, the event activationmessage may include a device identifier of the beacon 360A or a deviceidentifier of the hosting device from which the interaction promptmessage was received. As such, the casino management system server 114may reference which particular EGM 354 is associated with the eventactivation message and, once determined, may transmit a creditapplication message to the EGM 354 to credit the wagering funds to thatEGM 354.

In some embodiments, the casino management system server 114 may verifythat the patron 310 has an active gaming session established on thesubject EGM 354 before applying the wagering funds. For example, thecasino management system server 114 may track and monitor active gamingsessions on various EGMs 340 within the venue. Before processingapplication of wagering funds to a target EGM 354, the server 114 mayestablish an identity of the activating patron and compare that identityto whatever gaming session is currently active on the EGM 354. Thecasino management system server 114 may determine an identity of thepatron 310 based on, for example, the communications session throughwhich the activation event message was received (e.g., associated with aplayer loyalty ID) or via a unique player ID provided in the activationevent message. If the activating patron identity does not match thecarded patron identity on the EGM 354, the server 114 may cancel theinteraction event without application of the wagering funds. In someembodiments, the server 114 may apply the wagering funds as long asthere is an active gaming session on the EGM 354, even if the session isuncarded (e.g., not associated with a known patron). In someembodiments, the server 114 may apply the wagering funds even if thereis no active gaming session on the EGM 354.

In some embodiments, wagering funds may be applied to an account of thepatron 310. For example, the server 114 may determine an identity of thepatron (e.g., as described above) and may provide the wagering funds by,for example, performing a transaction to a digital wallet of the patron(e.g., as a redeemable digital reward, as a deposit into a playaccount). Once the transaction is complete, the server 114 may transmita completion message back to the mobile device 320. Accordingly, thepatron 310 may then apply the wagering funds by, for example, usingtheir digital wallet to redeem the newly received reward or wageringfunds. In table game settings, a dealer may transfer funds to escrowfrom an account of the patron 310 (e.g., via a table management device,not shown) and the beacon 360B may be configured to transmit aninteraction event customized for receipt by the mobile device 320 of thepatron 310 to accept transfer of the funds. Once the patron 310 hasactivated the event to confirm the transfer, the funds may betransferred out of escrow to the house, and the dealer may receive aconfirmation of the transfer and provide the funds to the patron 310(e.g., in chips at the table, as a new TITO ticket, or the like).

For some gaming and other wagering activities (e.g., mobile wagergaming, mobile sports wagering, or the like), the patron 310 may berequired to be on site at a wagering venue. In some embodiments, thesystem 300 may verify that the patron 310 is at the venue using wageringinteraction events. For example, beacons 360 at the venue may beconfigured to broadcast location verification messages. Such locationverification messages may include a customized identifier, or“verification ID,” that can be read by the mobile device 320 andtransmitted back to the system 300, thus verifying that the mobiledevice 320 is within wireless proximity of at least one of the beacons360, and therefore on site. In some embodiments, the server 114 may beconfigured to reconfigure the location verification messages with a newverification (e.g., random rotating verification identifiers, changed atpredetermined intervals, such as every five minutes, ten minutes, thirtyminutes, hour). In some embodiments, the system 300 may require themobile device 320 to recertify location (e.g., every five minutes, tenminutes, thirty minutes, hour) in order to continue suchvenue-restricted gaming. For example, after initial venue verificationby the mobile device 320, the server 114 may prompt the mobile device320 to recertify by rereading the current location verification messageand providing the current verification ID to the server 114. In someembodiments, the mobile device 320 may be required to include thecurrent verification ID for every real money wagering activity (e.g., atthe time a wager is placed).

Another example type of interaction event is a non-wagering interactionevent. In some embodiments, non-wagering interaction events may bedirected at providing promotional advertisements related to, ordiscounts on, goods or services (e.g., other than wagering activities).In one example embodiment, a non-wagering interaction event can includeproviding advertisements for goods or services offered at or near thevenue. For example, some non-wagering interaction events may advertiseshow times and ticket sales. Some non-wagering interaction events caninclude providing free or discounted goods or services. For example,some non-wagering interaction events may provide a free or discountedmeal at a nearby restaurant, free or discounted drinks from on-floorcocktail services or vending, or discounted show tickets or otherentertainment activities.

Upon receipt of a non-wagering interaction event, the player app 330 maycommunicate with the casino management system server 114 to complete theinteraction event. For example, for advertisement events (e.g., thoseevents that provide promotional material but do not involve free ordiscounted rewards), the mobile device 320 may transmit an eventactivation message to the casino management system server 114 indicatingan action ID or URL that is associated with an advertisement for anevening show. In response, the server 114 may transmit advertisementcontent back to the mobile device 320 for display to the patron 310. Insome embodiments, the advertisement content may include links toadditional content or services. For example, the example showadvertisement may include a link to a ticket sales service that canperform ticket sales for that show. As such, the player app 330 mayallow the patron 310 to activate the link and be redirected to ticketsales through their mobile device 320.

When non-wagering interaction events include offers for discounted goodsor services, these “discounts” may be transferred to the patron 310 invarious ways. In some embodiments, discounts may be transferred to thedigital wallet of the patron 310 (e.g., as a digital reward, digitalcoupon, or the like). For example, a discount for a free drink may beprovided by the server 114 by generating and transferring a digitalcoupon to the digital wallet of the identified patron 310. As such, thepatron 310 may receive the discount by redeeming the digital coupon atthe appropriate venue. In some embodiments, discounts may be redeemed bya code shown or otherwise provided at a targeted vendor using the mobiledevice 320. For example, the server 114 may respond to the eventactivation message for a free buffet at a venue restaurant by generatingand transmitting a QR code back to the mobile device 320. To redeem, thepatron 310 may show the QR code to staff at the restaurant, who maysubsequently scan the QR code and apply the discount. In someembodiments, discounts may be provided for online orders for goods orservices performed through the mobile device 320. For example, theserver 114 may respond to an event activation message for a 10% discounton show tickets by transmitting a discount code for the show tickets, aswell as a link to an online retail site for the show tickets. The linkmay pre-populate the discount code in an online order, thereby allowingthe mobile device 320 to complete an online purchase for the discountedgoods or services with the discount automatically applied.

In some embodiments, a beacon 360C may be installed at or within signagethat is advertising particular goods or services (e.g., where thelocation of interest 352 is the advertisement of interest). Further, thebeacon 360C may be configured to provide additional advertisementcontent, or particular discounts for those goods or services (e.g., vianon-wagering interaction events). Accordingly, a patron 310 thatapproaches the signage for closer inspection may be automaticallydirected to additional content about those goods or services, orautomatically directed to an online retailer offering those goods orservices, perhaps with discounts automatically applied. Suchproximity-based interactions and integration with conventional signageprovides automatic connectivity to related content and sales.

In some embodiments, non-wagering interaction events may provide accessto social game play or related features. Some non-wagering interactionevents may be configured to allow the patron 310 to access and play agame title provided in a social game play platform (e.g., using virtualcurrencies, virtual credits, or the like). For example, upon receipt ofan interaction prompt message including an action code that isassociated with social game play of a particular game title, the mobiledevice 320 may locally perform the action associated with the actioncode. More specifically, if the game title is already locally installedon the mobile device 320, the mobile device 320 may initiate, unlock, orotherwise enable social game play for that game title on the mobiledevice 320. If the game title is not yet locally installed, the mobiledevice 320 may initiate an installation of the game title on the mobiledevice 320. In some embodiments, the social game interaction event mayinclude transfer of a pool of virtual credits or virtual currency thatmay be used to play the social version of the game title.

Another example type of interaction event is an informationalinteraction event. Non-wagering interaction events are directed atproviding information to the patron 310. In some embodiments,informational interaction events include providing gaming information,such as help screens or game play instructions for particular wageringgames (e.g., for slot-style EGMs 340, for table games, or the like). Insome embodiments, informational interaction events include providinglocalized information of interest (e.g., menu information from a beacon360 at the entrance to a restaurant, a site map from a beacon 360 at theentrance to a casino or hotel). In some embodiments, beacons 360C may beprovided at valet and informational interaction events may includeinformation about valet services or link to requesting vehicle delivery.In some embodiments, beacons 360C may be provided at venue swimmingpools, spas, or other recreational locations, and informationalinteraction events may include information about recreational events orservices provided at that location, links to menus or ordering sites, orthe like.

Upon receipt of an informational interaction event, if the player app330 has the associated information stored locally, the player app 330may display the information to complete the event. If the information isnot available locally on the mobile device 320, the mobile device 320may communicate with the casino management system server 114 to completethe event. For example, for informational events, the mobile device 320may transmit an event activation message to the casino management systemserver 114 indicating an action ID or URL that is associated with thedesired informational content. In response, the server 114 may transmitthe informational content back to the mobile device 320 for display tothe patron 310. In some embodiments, the advertisement content mayinclude links to additional content or services. For example, the menucontent for a restaurant may include a link to an online orderingservice for that restaurant, or the site map content for the venue mayinclude links to online sites of various retail outlets appearing on thesite map. As such, the player app 330 may allow the patron 310 toactivate the link and be redirected to additional information or onlineservices through their mobile device 320.

In some embodiments, the digital interactions system 300 may provide asequence of interactions to promote game play of a particular gametitle, game type, or table game that starts with an interaction event.For example, the beacon 360A of EGM 354 or the beacon 360B of table game350 may transmit an informational interaction event message thatprovides a digital flyer advertising the game. This informationalinteraction event may provide a link to a tutorial (e.g., with rules,instruction, video) for that game. The system 300 may provide playincentives to the patron 310 for interacting with the digital flyer orthe tutorial. For example, the system 300 may provide access to anon-wagering or wagering mobile version of the game (e.g., via a link toaccess the mobile game, a link to install the mobile game, unlockingaccess to the mobile game, or the like) and may provide play credits(e.g., virtual currency, real money credits, free plays, or the like).

In the example embodiment, the digital interactions system 300 iscentrally controlled and configured by an administrative graphical userinterface (“GUI”) (not separately depicted) provided on the casinomanagement system server 114. The administrative GUI allows anadministrator 308 to configure various aspects of the system 300, suchas pushing configuration settings changes to beacons 360, creating newinteraction events that can be broadcast by beacons 360, creatinginteraction groups, assigning interaction groups to particularinteraction events, or administering schedules for changes tointeraction events deployed on beacons 360. The interactions system 300uses a system database 306 to store system data such as, for example,configuration settings, event content and links, and interaction eventlogs.

In the example embodiment, the administrator 308 configures interactionevents for the system 300. Interaction events are defined by an eventcode that can be broadcast by the beacons 360 and an action to beperformed when an event with that event code is triggered. Event codescan be in the form of an action ID (e.g., a numeric or alpha-numericstring), a URL, or a category code (e.g., an ID representing a group ofbeacons 360 or beaconed devices). Actions are defined by an action type(e.g., wagering interaction events, non-wagering interaction events,informational interaction events) and an action procedure (e.g., thesteps to execute to perform the action).

During configuration, the administrator 308 may create new actionprocedures for various actions (e.g., via programming, scripting) or mayutilize preinstalled action procedures. When setting up a newinteraction event, the administrator 308 may create or assign action IDsor category codes to the actions defined in the database 306. Toactivate a particular action ID or category code, the administrator 308assigns that action ID or category code to particular beacons 360 forsubsequent broadcast by those beacons 360. The database 306 maintains alist of beacons 360 and their assigned event codes. Assignment of actionIDs, category codes, or URLs to particular beacons 360, in the exampleembodiment, causes the server 114 to transmit a reconfiguration messageto the targeted beacons 360 that includes an event code (e.g., a typecode identifying whether the interaction event will include an actionID, a URL, or a category code) and the assigned action ID, URL, orcategory code. The server 114 communicates with beacons 360 via theprivate premises network 214. Upon receipt of the reconfigurationmessage, the receiving beacon 360 configures or reconfigures aninteraction prompt message to be broadcast based on the receivedconfiguration settings. In some embodiments, the beacons may supportbroadcasting multiple interaction prompt messages. Accordingly, thesystem 300 may track the various interaction prompt messages configuredon each beacon (e.g., via a message index or the like) and may include,in the reconfiguration message, a message index indicating whichinteraction prompt message on the beacon 360 to apply the configurationchange. Once the configuration change is complete, the beacon 360 beginsbroadcasting the associated interaction prompt message to nearbydevices. Subsequently, during processing of an interaction event (e.g.,sent by the mobile device 320), the casino management system server 114uses the configurations in the database 306, along with the receivedaction ID, URL, or category code, to determine what action to perform,thereby connecting the interaction events with the configured actionsfor those events.

Some interaction events may be manually or automatically created andconfigured for specific individuals. Such interaction events may bereferred to herein as “targeted interaction events,” as they target aparticular patron 310. For example, the administrator 308 may configuretargeted interaction events to be created and deployed when any patrons310 achieve a new loyalty level, or when a particular group of patrons310 are first detected at the venue (e.g., when a platinum member firstcards into a gaming session of the day). Upon detection of a triggeringevent for a particular patron 310, the server 114 may create a customaction ID for this targeted interaction event (e.g., unique to thatpatron 310) and may reconfigure one or more beacons 360 to broadcastthat action ID. In determining which of the beacons 360 to broadcastthis targeted interaction event, the server 114 may determine a currentlocation of the targeted patron 310 (e.g., based on carded session playat a particular EGM 354 or gaming table 350, player location trackingthrough their mobile device 320). The server 114 may use that playerlocation data to select one or more nearby beacons 360 for this targetedinteraction event (e.g., based on a proximity map of beacon coverage,based on the particular EGM 354 or gaming table 350 of the cardedsession play). Once one or more beacons 360 have been identified forthis targeted interaction event, the server 114 may transmitconfiguration message(s) to those selected beacons 360, which causesthose beacons 360 near the patron 310 to begin broadcasting thattargeted interaction event. Accordingly, upon receipt of the targetedinteraction event, the patron 310 may activate the event via theirmobile device 320. After activation or refusal of the targetedinteraction event by the patron 310, the server 114 may deactivate(e.g., remove, delete) the targeted interaction event from any and allof the selected beacons 360 through a configuration message to thosebeacons 360.

In one example embodiment, the system 300 provides a network protocolfor the interaction prompt messages broadcast by the beacons 360. Eachbroadcast may include a message header and a message payload (e.g., allof which may be a payload to a lower layered protocol for the wirelesscommunications). In the example embodiment, the message header includesa 1-byte ID indicator (e.g., a flag or code indicating whether a machineID is included in the message payload) and a 1-byte event code (e.g.,defining whether the payload includes an action ID, a URL, or a categorycode). When a machine ID is indicated as being included in the messagepayload, the first M bytes of the message payload are read as a machineID, where M is a predetermined number of bytes sufficient to storeunique machine IDs for the beacons 360 (e.g., 8 bytes, 16 bytes, or thelike). When the event code indicates an action ID or category code, thenext N bytes of the message payload are read as an action ID or categorycode, where N is a predetermined number of bytes sufficient to storeaction IDs or category codes (e.g., 4-byte int, 8-byte string, or thelike). The message header or message payload may include additional oralternative data fields that facilitate the embodiments describedherein.

In some examples, a beacon transmission can be configured using acommand sent to a beacon transmitter, e.g. from a player trackinginterface controlling the beacon transmitter. Multiple beacon frames canbe configured, e.g. for messages having payload exceeding the capacityof a single frame. As an illustration, a 41 byte command packet can beused, with byte 0 specifying a frame, bytes 1-9 specifying a securitycode (“PIN”) of the transmitter, and bytes 10-40 specifying 31 bytes tobe transmitted, sometimes called the “advertisement” of the beacon.Within the 31 byte advertisement, various fields can include one or moreof: advertisement length, frame number, manufacturer code, beacon type,a transmitter identifier, an Internet protocol address (“IP address”), atransmit power, action ID, other payload, or other fields. One or moresuch fields can be omitted, or other fields can be introduced. Thisadvertisement format is merely illustrative, and other formats, lengths,and frame configurations can be used. Where multiple frames are used,they can be independently activated. To illustrate, a beacon transmittercan store one default frame for transmissions to patrons not registeredat a proximate gaming device, another custom frame for transmissions toa registered patron who may be playing on the gaming device, and afurther custom frame for a particular promotion unrelated to the gamingdevice, and the frames can be selectively transmitted or transmitted inrotation. In some embodiments, multiple frames may be used for a singleinteraction event. For example, a message payload that includes a URLfor a particular interaction event may be too large to fit within a 31byte advertisement field of a single frame. Accordingly, suchinteraction events may configure multiple frames to provide a singleinteraction event by breaking up the message payload across multipleadvertisement fields of those frames and the receiving mobile device 320can reform the message payload by combining the content of thosemultiple frames. The beacon transmitter can acknowledge a receivedcommand packet.

The identifier and payload, as well as other fields, can be configuredby a casino operator, statically or dynamically. That is, a defaultidentifier and payload can be configured for the beacon transmission,and one or the other or both can be customized for a particular patron,a particular promotion, or for other uses.

While many of the example provided herein may be described in relationto a particular land game (e.g., a physical gaming device, such as EGM354 or table game 350) or to mobile gaming (e.g., digital gamesaccessible by mobile devices, such as mobile device 320), and in eitherwager gaming (e.g., real currency) or social gaming (e.g., virtualcurrency), it should be understood that such embodiments may beapplicable to any of these platforms or currencies.

An example method for registering a patron device at an electronicgaming device, is described with the aid of FIGS. 4-5 . FIG. 4 is aflowchart 401 and FIG. 5 is a sequence diagram 402 illustrating certainoperations of the method. In this method, a patron near an electronicgaming device is registered as a player at a player tracking interfaceassociated with the electronic gaming device. The sequence diagram 402shows interactions between four entities that can participate in thismethod: network server 405, gaming device 415, player tracking interface425, and patron device 435. Sequence diagram 402 is an illustrativeexample of flowchart 401; other examples of flowchart 401 can beimplemented with different entities.

Starting with the flowchart 401, at process block 410 a first indication(“presence indication”) can be received that patron device 435 is neargaming device 415. In some examples, this indication can be received atplayer tracking interface 425 from network server 405, as illustrated byarrow 412 of sequence diagram 402. A determination of the proximitybetween gaming device 415 and patron device 435 can be based uponlocations of patron device 435 and gaming device 415. However, neitherof these features are requirements. In other examples, a determinationof proximity can be made using one or more cameras or range-finderslocated at gaming device 415 or at patron device 435.

At process block 440, a custom identifier can be transmitted on awireless one-way channel. In some examples, this message can betransmitted by a Bluetooth® beacon transmitter incorporated withinplayer tracking interface 425, and can be received by a Bluetooth®receiver of patron device 435, as illustrated by arrow 442. The customidentifier can be time-sensitive or time-limited, and can be transmittedfor a small time window in a range 10 s to 10 minutes (“min”), and oftenabout 1 min. The custom identifier can be specified for one-time usage,and can be discarded after the transmission time window has expired orpatron device 435 has used the custom identifier to associate withplayer tracking interface 425 or gaming device 415. In some examples,the custom identifier can be associated with a promotion or invitationfor play at gaming device 415. However, neither of these arerequirements. In other examples, the beacon transmitter can be part ofgaming device 415, or can be a distinct device coupled to gaming device415 or to player tracking interface 425. The custom identifier can beassociated with a promotion for another promotional item not associatedwith gaming device 415, or the custom identifier can be associated witha notification to the patron carrying patron device 435.

At optional process block 450, a second indication (“play indication”)can be received that the patron associated with patron device 435 seeksto initiate play at gaming device 415. The second indication can bebased on all or part of the custom identifier, so as to close the loopbetween player tracking interface 425 and patron device 435, allowingsecure association between patron device 435 (and the associated patron)and player tracking interface 425. In some examples, this indication canbe received at player tracking interface 425 from gaming device 415, asshown by arrow 452. The second indication can be based on the patronpressing a button (e.g. a “Connect” button) on gaming device 415.However, neither of these are requirements. In other examples, theindication can be received from network server 405, and can be based onan action of the patron at patron device 435. Then, at process block460, the patron can be registered at player tracking interface 425associated with gaming device 415. Such registration can beneficiallyallow the patron's gameplay to be properly associated with the patron'sprofile, history, or credit account. In some examples, registration caninvolve an exchange of information between player tracking interface 425and network server 405, as indicated by arrow 462, while in otherexamples registration can be performed autonomously by player trackinginterface 425.

Numerous variations and extensions can be deployed. In some examples,patron device 435 can be a smartphone, while in other examples patrondevice 435 can be a proprietary or commercial device incorporating awireless network module. Patron device 435 can include e.g. Wi-Fi andBluetooth® capabilities but need not have cellular telephony capability.Gaming device 415 can be a single player casino gaming device, atwo-player casino gaming device, or a multi-player smart casino gamingtable.

The first indication received at block 410 can be responsive to adetection that patron device 435 is within a threshold region proximateto gaming device 415. (That is, patron device 435 and gaming device 415can be determined to be near one another if patron device 435 is withinthe threshold region.) The detection can be based on any one or more ofvarious messages, such as a message received over the wireless one-waychannel at patron device 435, or a received signal strength (“RSSI”) ofsuch signal. The RSSI can be compared with a transmitted signal strengthencoded in the message to determine a distance from the beacontransmitter. The comparison and determination of distance can beperformed on patron device 435, or by network server 405 based oninformation relayed by patron device 435. The detection can be based ondetermining a location of patron device 435, for example bytriangulation or trilateration. The triangulation or trilateration canbe based on signals (commonly, three or more) received at patron device435 or received from patron device 435, in any combination. Thetriangulation or trilateration can be performed on patron device 435, orcan be performed at one or more other computing devices that are part ofor coupled to network server 405. In further examples, the detection canbe performed by acoustic or optical ranging, such as with one or morecameras mounted at gaming device 415 or at player tracking interface425. That is, the first indication can be received by player trackinginterface 425 directly from patron device 435, e.g. in the form ofillumination directed from patron device 435 to be imaged at a cameraassociated with player tracking interface 425. In some examples, thethreshold region can be omnidirectional in a horizontal plane aboutgaming device 415, while in other examples the threshold region can beshaped. Shaping can be according to a beam profile of the transmittedbeacon. In varying examples, the threshold region can extend to amaximum of 1 m, 3 m, 5 m, or 10 m from gaming device 415.

The first indication received at block 410 can be responsive to anaction of the patron on patron device 435. For example, the patron cantake a picture of the proximate gaming device 415, or select an icon ona screen showing the location of patron device 435 within a casino. Thepatron can make a selection or take a picture by press of a button or byvoice input to patron device 435. In further examples, the patron'saction can provide a biometric input (e.g. fingerprint or iris scan) topatron device 435. An auxiliary indication of the user's action can berelayed from patron device 435 to network server 405, for example overWi-Fi or another communication channel. Responsive to receipt of theauxiliary indication, the first indication can be transmitted fromnetwork server 405 to player tracking interface 425. The auxiliaryindication or the first indication can incorporate informationidentifying the patron, patron device 435, or gaming device 415. Thewireless link between patron device 435 and network server 405 can be abidirectional link, can be a wireless link having longer range than theone-way beacon, or can be a cellular telephony link. In other examples,a patron action at the gaming device 415 or the player trackinginterface 425, such as a keypress or other input, can demonstrateproximity and can result in the first indication.

Additional operations can be performed between process blocks 410 and440. Optional process blocks 420, 430 are examples of such operations.At process block 420, responsive to receipt of the first indication atblock 410, a custom identifier can be requested from network server 405.This request can be issued from player tracking interface 425, as shownby arrow 422. At process block 430, the requested custom identifier canbe received. The custom identifier can be received at player trackinginterface 425, from network server 405, as illustrated by arrow 432.

The custom identifier can be uniquely targeted for patron device 435,and can be disregarded by (or indecipherable to) any other patrondevices that could be within range of a beacon from player trackinginterface 425. The custom identifier can be associated with a messageindicating a promotion associated with gaming device 415. The messagecan include a Uniform Resource Locator (URL) of a web page, a voucherfor credits on gaming device 415, a voucher for a special mode on gamingdevice 415, or an unlock code for special gameplay on gaming device 415.In some examples, the message can exceed a maximum length of the beaconpayload. Accordingly, transmitting the custom identifier at block 440can include transmitting one or more portions of the message in one ormore respective messages on the wireless one-way channel. In furtherexamples, the custom identifier can be used for registration at block460, while the indication of the promotion can be in a message obtainedand transmitted by a beacon transmitter of player tracking interface425. The message, indicating a promotion, can be transmitted afterregistration at block 460 is complete, which in turn is after the(first) custom identifier was transmitted at block 440.

The second indication can be responsive to an action of the patron onpatron device 435. This action can include selection of an icon, a pressof a button, a voice input, or presentation of a biometric input. Toillustrate, receipt of the custom identifier can cause an app on patrondevice 435 to display or announce a promotion or invitation associatedwith gaming device 415. The patron's action can signify acceptance ofthe invitation or promotion.

In some examples, the patron's action can cause an auxiliary indicationto be transmitted to network server 405, which in turn can cause thesecond indication to be transmitted from network server 405 to eithergaming device 415 or player tracking interface 425. The auxiliaryindication or the second indication can include information identifyingthe patron or patron device 435, or can include all or part of thecustom identifier transmitted at block 440. The auxiliary indication canbe transmitted using Wi-Fi, cellular telephony, or another wireless link(having longer range than the one-way beacon), any of which can be abidirectional link. In other examples, the second indication can betransmitted directly from patron device 435 to either gaming device 415or player tracking interface 425, using wireless (according to acommunication standard different than the one-way wireless communicationchannel), or another form of communication such as optical or acousticcommunication.

The second indication can be responsive to an action of the patron ongaming device 415. The patron's action can be a button press, a voiceinput, or presentation of a biometric input. The second indication canbe responsive to presentation of patron device 435 at gaming device 415.To illustrate, the patron can present a code (e.g. a bar code or matrixcode) on patron device 435 to a scanner or camera of gaming device 415.Alternatively, the patron can position patron device 435 to emit anacoustic signal to be received by a microphone of gaming device 415, orthe patron can place patron device 435 in close proximity to a sensor ofgaming device 415, which can cause gaming device 415 and patron device435 to exchange information via NFC. In some examples, the patron'saction, including presentation of patron device 435, can be provided toplayer tracking interface 425 instead of to gaming device 415.

The second indication can be received at player tracking interface 425by monitoring communication from gaming device 415. To illustrate, suchcommunication could indicate that the patron has pressed a Connectbutton on gaming device 415 to initiate play.

In additional examples, registering the patron at block 460 can includedownloading information about the patron from network server 405;transmitting a confirmation message to the patron device 435; ortransmitting a message indicating of a promotion to the patron device435. One or both of these transmissions can be performed over thewireless one-way communication channel.

The instant method, including variations or extensions not limited tothose described herein, can be performed by one or more hardwareprocessors executing instructions stored on computer-readable media.Accordingly, such media can embody portions of the disclosedtechnologies.

An example method for initiating play at an electronic gaming device, isdescribed with the aid of FIGS. 6-7 . FIG. 6 is a flowchart 601 and FIG.7 is a sequence diagram 602 illustrating certain operations of themethod. In this method, a patron device near an electronic gaming devicereceives a message and responds with an indication that an associatedpatron seeks to initiate play at gaming device. The sequence diagram 602shows interactions between four entities that can participate in thismethod: network server 605, gaming device 615, player tracking interface625, and patron device 635. Sequence diagram 602 is an illustrativeexample of flowchart 601; other examples of flowchart 601 can beimplemented with different entities.

Starting with flowchart 601, at process block 640, a custom identifiercan be received at patron device 635 over a wireless one-way channel. Insome examples, this message can be received by a Bluetooth® receiverincorporated within patron device 635, from a Bluetooth® beacontransmitter of player tracking interface 625, as illustrated by arrow642. In some examples, the custom identifier can include a promotion orinvitation for play at gaming device 615. However, as for the method ofFIG. 6 , neither of these are requirements, and block 640 can beimplemented in other ways.

At process block 650, a transmission can be made, providing anindication (“play indication”) that the patron associated with patrondevice 635 seeks to initiate play at gaming device 615. In someexamples, this indication can be transmitted from patron device 635 tonetwork server 605, as shown by arrow 652. The second indication can bebased on the patron making a selection on patron device 635. However,neither of these are requirements. In other examples, the indication canbe transmitted directly to gaming device 615 or player trackinginterface 625. In further examples, the second indication can be basedon a patron action at gaming device 615.

Numerous variations and extensions can be deployed. In some examples,patron device 635 can be a smartphone, while in other examples patrondevice 635 can be a proprietary or commercial device incorporating awireless network module. Patron device 635 can include e.g. Wi-Fi andBluetooth® capabilities but need not have cellular telephony capability.Gaming device 615 can be a single player casino gaming device, atwo-player casino gaming device, or a multi-player smart casino gamingtable. One or both of the receiving or transmitting can be controlled byan app installed in patron device 635. The app can be provided on behalfof a casino in which gaming device 615 is located.

The custom identifier can be uniquely targeted for patron device 635,and can be disregarded by (or indecipherable to) any other patrondevices that could be within range of a beacon from player trackinginterface 625. The custom identifier can be associated with a messageindicating a promotion associated with gaming device 615. The messagecan include a Uniform Resource Locator (URL) of a web page, a voucherfor credits on gaming device 615, a voucher for a special mode on gamingdevice 615, or an unlock code for special gameplay on gaming device 615.In some examples, the message can exceed a maximum length of the beaconpayload. Accordingly, receiving the custom identifier at block 640 caninclude assembling one or more portions of the message received in oneor more respective messages on the wireless one-way channel. The customidentifier can be received from player tracking interface 625 near,directly attached to, or installed within gaming device 615.

The transmitted indication can be responsive to an action of the patronon patron device 635. This action can include selection of an icon, apress of a button, a voice input, or a biometric input. To illustrate,receipt of the custom identifier can cause an app on patron device 635to display or announce a promotion or invitation associated with gamingdevice 615. The patron's action can signify acceptance of the invitationor promotion.

In some examples, the indication transmitted at block 650 can cause, inturn, one or more auxiliary indications to be transmitted from networkserver 605 to gaming device 615, and optionally from gaming device 615to player tracking interface 625, as illustrated by arrows 654, 656. Analternative auxiliary indication can be transmitted from network server605 to player tracking interface 625. Any of these indications caninclude information identifying the patron or patron device 635. Any ofthese indications can be transmitted over a wireless link, as describedherein, that is different from the one-way wireless channel. In otherexamples, the indication can be transmitted at block 650 directly frompatron device 635 to either gaming device 615 or player trackinginterface 625, using wireless (according to a communication standarddifferent than the one-way wireless communication channel), or anotherform of communication such as optical or acoustic signaling.

In other examples, the indication at block 650 can be transmitted fromgaming device 615 to player tracking interface 625 responsive to apatron's action on gaming device 615. The patron's action can be abutton press or a voice input. The indication can be responsive topresentation of patron device 635 at gaming device 615. To illustrate,the patron can present a code (e.g. a bar code or matrix code) on patrondevice 635 to a scanner or camera of gaming device 615. Alternatively,the patron can position patron device 635 to emit an acoustic signal tobe received by a microphone of gaming device 615, or the patron canplace patron device 635 in close proximity to a sensor of gaming device615, which can cause gaming device 615 and patron device 635 to exchangeinformation via NFC. The indication can be received at player trackinginterface 625 by monitoring communication from gaming device 615. Toillustrate, such communication could indicate that the patron haspressed a Connect button on gaming device 615 to initiate play.

In further examples, patron device 635 can receive a second customidentifier and can recognize that the second custom identifier is nottargeted to patron device 635. Accordingly, patron device 635 candiscard or ignore the second custom identifier.

Additional operations can be performed in conjunction with the instantmethod. For example, at optional process block 670, a communication canbe received from player tracking interface 625 near gaming device 615.The communication can include an indication of a promotion, or aconfirmation message indicating that the patron is registered for playat gaming device 615. In some examples, the communication can bereceived at patron device 635, as illustrated by arrow 672. Thecommunication can be received over the wireless one-way channel, or canbe uniquely targeted to patron device 635. For examples where thecommunication includes a promotion, the method can include presentingthe promotion to the patron upon receipt of the communication, upontermination of the patron's play at gaming device 615, on apredetermined day (which can be in the future), at a predetermined time,or after a predetermined delay. In other examples, the communication canbe received at network server 605.

In some examples, the communication can be based upon exchange ofmessages between player tracking interface 625 and network server 605,as illustrated by arrow 662. These messages can be responsive to thepatron's play (or cessation of play) at gaming device 615, as monitoredby player tracking interface 625.

In additional examples, the method can include receiving a defaultidentifier via the wireless one-way channel at process block 603. Thedefault identifier can be received at patron device 635 from playertracking interface 625, as illustrated by arrow 604. Thereupon, patrondevice 635 can report receipt of the default identifier at block 607.The report can be transmitted to network server 605, as illustrated byarrow 608. Between blocks 607 and 640, arrow 632 depicts one or moremessages between network server 605 and player tracking interface 625that can result in the custom identifier being provided to playertracking interface 625 for subsequent transmission at block 640.

The instant method, including variations or extensions not limited tothose described herein, can be performed by one or more hardwareprocessors executing instructions stored on computer-readable media.Accordingly, such media can embody portions of the disclosedtechnologies.

A first example method, for providing prompted digital interactionsbetween a patron device 835 and a player tracking interface associatedwith an electronic gaming device, is described with the aid of FIGS. 8-9. FIG. 9 is a flowchart 801 and FIG. 9 is a sequence diagram 802illustrating certain operations of the first method. In this method, amessage is transmitted to a patron device and, in response, anindication associated with play at an electronic gaming device isreceived. The sequence diagram 802 shows interactions between fourentities that can participate in this method: network server 805, gamingdevice 815, player tracking interface 825, and patron device 835. Patron845 is also depicted. Sequence diagram 802 is an illustrative example offlowchart 801; other examples of flowchart 801 can be implemented withdifferent entities.

Starting with the flowchart 801, at process block 840, a message can betransmitted on a wireless one-way channel from a transmitter near gamingdevice 815 to patron device 835. In some examples, this message can betransmitted by a Bluetooth® beacon transmitter incorporated withinplayer tracking interface 825, and can be received by a Bluetooth®receiver of patron device 835, as illustrated by arrow 842. In someexamples, the message can include a promotion or invitation for play atgaming device 815. However, neither of these are requirements, and otherimplementations can be used. In other examples, the beacon transmittercan be part of gaming device 815, or can be a distinct device coupled togaming device 815 or to player tracking interface 825. The message caninclude a promotion for another promotional item not associated withgaming device 815, or the message can include a notification to thepatron carrying patron device 835. Further, the message can betransmitted along with a beacon identifier which can be a default (oridle) identifier or a custom identifier. Alternatively, the promotioncan be encoded within the beacon identifier, or can be transmitted inplace of a beacon identifier.

At process block 860, and responsive to the message transmitted at block840, an input can be received that is associated with play on gamingdevice 815. In some examples, the input can be received at playertracking interface 825 from gaming device 815, as illustrated by arrow862. A patron near gaming device 815, who was not playing on gamingdevice 815 at the time block 840 was performed, can be led to commenceplay. Player tracking interface 825, which can be proximate to gamingdevice 815, can monitor gaming device 815 to receive the inputindicating that the patron's play has begun. However, these are notrequirements and other implementations can be used.

Numerous variations and extensions can be implemented. As an example, atblock 807, a promotion can initially be displayed on gaming device 815to a patron in the vicinity of gaming device 815. For example, thepatron may be approaching or passing by gaming device 815. An indicationcan be received that the patron has accepted the promotion (arrow 812).For example, the patron may walk up to gaming device 815 and press abutton or tap a touchscreen. Player tracking interface 825 can receivesuch indication by monitoring events on gaming machine 815. Thereupon,player tracking interface 825 can request and obtain a custom payloadfrom network server 805 (arrow 822). The custom payload can betransmitted (arrow 842) on a one-way Bluetooth® beacon message from atransmitter of player tracking interface 825 to the patron device 835,along with a default identifier of the transmitter. Receipt of thecustom payload can cause the promotion to be stored or displayed onpatron device 835 at block 847. The default identifier allows the custompayload to be received by a patron device not already registered forgameplay on gaming device 815.

As another example, a message can be prepared incorporating a payloadthat indicates a promotion and an identifier of a beacon transmitter.The message can be transmitted on a one-way Bluetooth® beacon messagefrom the beacon transmitter to the patron device 835. The beacontransmitter can be part of or attached to player tracking interface 825or gaming device 815, or can be near gaming device 815. Receipt of thepayload can cause the promotion to be stored on patron device 835. Thepatron can be near gaming device 815 but need not be registered atgaming device 815 when the message is transmitted. The patron can beplaying on gaming device 815 as a guest, i.e. without being registered.In varying examples, the payload can be a default payload of playertracking interface 825 or can be a custom payload obtained from networkserver 805. The identifier can be a default identifier of the beacontransmitter, or can be a custom identifier obtained from network server805. The identifier can be stored on patron device 835 upon receipt ofthe message. The method can extend to redeeming the promotion. Incertain examples, redemption of the promotion can require presentationof at least part of the identifier (custom or default) or the payload(custom or default) stored on patron device 835.

In some examples, patron device 835 can be a smartphone, while in otherexamples patron device 835 can be a proprietary or commercial deviceincorporating a wireless network module. Patron device 835 can includee.g. Wi-Fi and Bluetooth® capabilities but need not have cellulartelephony capability. Gaming device 815 can be a single player casinogaming device, a two-player casino gaming device, or a multi-playersmart casino gaming table.

The transmitting at block 840 can be responsive to detection of adistance between patron device 835 and either gaming device 815 orplayer tracking interface 825, or responsive to detection of a change insuch distance. Such detection can be at least partly based on a receivedsignal strength on the wireless one-way communication channel.

In further examples, the message can be transmitted at block 840 topatron device 835 of patron 845 currently playing on gaming device 815.The message can be a promotion (such as a credit) for current play orfor future play on gaming device 815. An elapsed time betweentransmission at block 840 and reception at block 860 can be less thanten minutes (e.g. an immediately valid promotion), less than an hour,less than 12 hours, or more than 12 hours (e.g. a promotion valid on thefollowing day). The message can be customized for patron device 835, orcan be a multicast message for a group of patron devices includingpatron device 835.

Additional operations can be performed between process blocks 840 and860. Arrows 852, 854, 856 illustrate some optional operations wherebythe input at block 860 is responsive to an action by patron 845 oneither patron device 835 or gaming device 815. For example, responsiveto the message of 840, which can be indicated on patron device 835, theassociated patron 845 can perform an action (such as making a selectionof an icon, a button press, or a voice input) on patron device 835 asillustrated by arrow 852, for example an action demonstrating an intentto play. Patron device 835 can convey an indication of this selection togaming device 815 as illustrated by arrow 854. Alternatively, patron 845can directly perform an action (such as pressing a Connect button,entering a code, issuing a voice command, providing a biometric input,or signing on in another way) at gaming device 815, as illustrated byarrow 856. Still further, patron device 835 can be presented at gamingdevice 815 to convey the intent of patron 845 to play on gaming device815 by optical, NFC, acoustic, or another form of communication. In anyof these scenarios, a resulting message from gaming device 815 can thenlead to the input being received by player tracking interface 825 atblock 860. Alternatively, these scenarios also illustrate the inputbeing received at gaming device 815. In other examples, the receiving atblock 860 can be performed at network server 805, as network server 805is notified about the play of patron 845.

Additional operations can be performed prior to block 840. At optionalblock 820, a custom payload can be obtained from network server 805. Thecustom payload can be pushed from network server 805 to player trackinginterface 825, or can be obtained in response to a request from playertracking interface 825 for the custom payload. Arrow 822 illustratessuch communication between player tracking interface 825 and networkserver 805. Then, at block 830, a message can be constructed toincorporate the custom payload. This message can be transmitted at block840 as disclosed herein. In some examples, the custom payload can have asize greater than an allowed payload size on the wireless one-way medium(for example, the custom payload can include an image file), and themessage can comprise multiple portions of the custom payload to betransmitted successively or in rotation over the wireless one-waychannel.

In further examples, the message at block 840 can be a broadcast messagewhich any patron device 835 may be eligible to receive and act on. Themessage can be decoded on patron device 835 to notify patron 845 of theproximity of gaming device 815. The message can be a default message ofthe transmitter.

In other examples, an action by patron 845 (e.g. indicating an intent toplay) can lead to an indication being transmitted to network server 805(e.g. from patron device 835 or from gaming device 815). Responsive tothis indication, the input of block 860 can be transmitted directly toplayer tracking interface 825. Alternatively, an auxiliary indicationcan be forwarded from network server 805 to gaming device 815, whencethe input can be received by player tracking interface 825 throughmonitoring communications of gaming device 815.

The input of block 860 can include information identifying patron 845 orpatron device 835. In further examples, the input can be received byplayer tracking interface 825 directly from patron device 835, byoptical, acoustic, or NFC communication, or by a wireless link accordingto a different standard than the wireless one-way communication channel.

The first method, including variations or extensions not limited tothose described herein, can be performed by one or more hardwareprocessors executing instructions stored on computer-readable media.Accordingly, such media can embody portions of the disclosedtechnologies.

A second example method, for managing interactions between a patrondevice and a player tracking interface associated with an electronicgaming device, is described with the aid of FIGS. 10-11 . FIG. 10 is aflowchart 1001 and FIG. 11 is a sequence diagram 1002 illustratingcertain operations of the second method. In this method, a playertracking interface sends a message to a patron device based onmonitoring a nearby gaming device. The sequence diagram 1002 showsinteractions between four entities that can participate in this method:network server 1005, gaming device 1015, player tracking interface 1025,and patron device 1035. Sequence diagram 1002 is an illustrative exampleof flowchart 1001; other examples of flowchart 1001 can be implementedwith different entities.

Starting with the flowchart 1001, at process block 1010, player trackinginterface 1025 can monitor gaming device 1015, as shown by arrow 1012.In some examples, player tracking interface 1025 can be coupled tomonitor wired communications between gaming device 1015 and networkserver 1005 or other devices on a casino management network. In otherexamples, player tracking interface 1025 can be configured to monitorwireless communications between gaming device 1015 and network server1005. In examples, monitoring can occur when a player tracking card isinserted into player tracking interface 1025, or when a patron isregistered to gaming device 1015 as described in context of FIG. 3 . Themonitoring can provide an indication of play on gaming device 1015. Theindication of play can be an indication of a recent play event, such asa completed game, a win, or a loss; an indication of cumulative play forthe patron, such as for a current play session at gaming device 1015,for a current day, month, or year, or over the patron's lifetimehistory; or an indication of pace of play, such as an indication thatthe patron's play has sped up or slowed down, or is greater or less thancorresponding thresholds. A pace of play can be measured in games, orwagered amounts, or other metrics of play. Thresholds can be customizedaccording to the patron's profile or history.

At process block 1040, responsive to the monitoring, player trackinginterface 1025 can transmit a message to patron device 1035 via awireless one-way communication channel. In some examples, this messagecan be transmitted by a Bluetooth® beacon transmitter incorporatedwithin player tracking interface 1025, and can be received by aBluetooth® receiver of patron device 1035, as illustrated by arrow 1042.Player tracking interface 1025 can be near, attached to, or locatedpartly or wholly within gaming device 1015.

Numerous variations and extensions can be deployed. As an example, atblock 1007, the method can initially display a promotion on gamingdevice 1015 to a patron registered and playing on gaming device 1015.Upon receipt of an indication that the patron has accepted the promotionon gaming device 1015 (arrow 1012), player tracking interface 1025 canrequest and obtain a custom payload (indicative of the promotion) andcustom identifier (specifically targeted to patron device 1035) fromnetwork server 1005 (arrows 1022). The custom payload can be packagedwith the custom identifier and transmitted as a Bluetooth® beaconmessage to patron device 1035 (blocks 1030, 1040; arrow 1042). Receiptof the message at the patron device 1035 can cause the promotion to bedisplayed or stored, at block 1050, on patron device 1035 by a casinoapp on patron device 1035. The targeted custom identifier can preventthe promotion from being received by other patron devices. In otherexamples, the player tracking interface 1025 can already be inpossession of the custom identifier for the current patron (e.g. fromwhen the patron registered or commenced play on gaming device 1015), andonly the custom payload is requested and obtained at arrows 1022. Thecustom identifier and/or the custom payload can be transmitted for apredetermined period of time, such as in a range from 10 s to 10 minutes(“min”), from 30 s to 3 min, or about one minute. A targeted customidentifier used as or in conjunction with delivery of a promotion atblock 1040 can be different from a custom identifier used in conjunctionwith registration, as described in the context of block 440.

As another example, player tracking interface 1025 can request andobtain a custom identifier (indicative of a promotion, and specificallytargeted to patron device 1035) from network server 1005 (arrows 1022)for a patron registered for play on gaming device 1015. A messagecontaining the custom identifier can be transmitted on a one-waywireless beacon message from a transmitter near gaming device 1015. Thetransmitter can be part of player tracking interface 1025. Receipt ofthe custom identifier can cause the promotion to be displayed on patrondevice 1035. The method can extend to redemption of the promotion which,in some examples, can require presentation or retrieval of the customidentifier from patron device 1035.

In some examples, patron device 1035 can be a smartphone, while in otherexamples patron device 1035 can be a proprietary or commercial deviceincorporating a wireless network module. Patron device 1035 can includee.g. Wi-Fi and Bluetooth® capabilities but need not have cellulartelephony capability. Gaming device 1015 can be a single player casinogaming device, a two-player casino gaming device, or a multi-playersmart casino gaming table.

The message transmitted at block 1040 can be transmitted to patrondevice 1035 of a patron currently playing on gaming device 1015, or to adifferent patron. For example, the monitoring at block 1010 can indicatethat the current player is terminating play on gaming device 1015, andan invitation can be sent to a different patron in the vicinity ofgaming device 1015.

The message can include a promotion for play on gaming device 1015(either for current play or for a future play), for play on anothergaming device distinct from gaming device 1015 (for example if a patronis terminating play at gaming device 1015), or for a non-gaming activity(e.g. a meal, an event ticket, or a spa session).

The second method, including variations or extensions not limited tothose described herein, can be performed by one or more hardwareprocessors executing instructions stored on computer-readable media.Accordingly, such media can embody portions of the disclosedtechnologies.

Numerous embodiments are described in this disclosure, and are presentedfor illustrative purposes only. The described embodiments are not, andare not intended to be, limiting in any sense. The presently disclosedembodiments are widely applicable to numerous embodiments, as is readilyapparent from the disclosure. One of ordinary skill in the art willrecognize that the disclosed embodiments may be practiced with variousmodifications and alterations, such as structural, logical, software, orelectrical modifications. Although particular features of the disclosedembodiments may be described with reference to one or more particularembodiments and/or drawings, it should be understood that such featuresare not limited to usage in the one or more particular embodiments ordrawings with reference to which they are described, unless expresslyspecified otherwise.

The present disclosure is neither a literal description of allembodiments nor a listing of features of the disclosure that must bepresent in all embodiments.

The Title (set forth at the beginning of the first page of thisdisclosure) is not to be taken as limiting in any way as to the scope ofthe disclosed embodiments.

When an ordinal number (such as “first,” “second,” “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget.” Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When introducing elements of aspects of the present disclosure orembodiments thereof, the articles “a,” “an,” “the,” and “said” areintended to mean that there are one or more of the elements. The terms“comprising,” including,” and “having” are intended to be inclusive andmean that there may be additional elements other than the listedelements. Further, the terms “coupled” or “attached” encompassmechanical, electrical, magnetic, optical, as well as other practicalways of coupling or linking items together, and does not exclude thepresence of intermediate elements between the coupled items.Furthermore, as used herein, the terms “or” and “and/or” mean any oneitem or combination of items in the phrase.

When a single device, component, structure, or article is describedherein, more than one device, component, structure or article (whetheror not they cooperate) may alternatively be used in place of the singledevice, component, or article that is described. Accordingly, thefunctionality that is described as being possessed by a device mayalternatively be possessed by more than one device, component, orarticle (whether or not they cooperate).

Similarly, where more than one device, component, structure, or articleis described herein (whether or not they cooperate), a single device,component, structure, or article may alternatively be used in place ofthe more than one device, component, structure, or article that isdescribed. For example, a plurality of computer-based devices may besubstituted with a single computer-based device. Accordingly, thevarious functionality that is described as being possessed by more thanone device, component, structure, or article may alternatively bepossessed by a single device, component, structure, or article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other devicesthat are described but are not explicitly described as having suchfunctionality and/or features. Thus, other embodiments need not includethe described device itself, but rather can include the one or moreother devices which would, in those other embodiments, have suchfunctionality and/or features.

Further, the systems and methods described herein are not limited to thespecific embodiments described herein but, rather, operations of themethods and/or components of the system and/or apparatus may be utilizedindependently and separately from other operations and/or componentsdescribed herein. Further, the described operations and/or componentsmay also be defined in, or used in combination with, other systems,methods, and/or apparatus, and are not limited to practice with only thesystems, methods, and storage media as described herein.

Devices that are in communication with each other need not be incontinuous communication with each other, unless expressly specifiedotherwise. On the contrary, such devices need only transmit to eachother as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for weeks at a time. In addition, devices thatare in communication with each other may communicate directly orindirectly through one or more intermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components and/or features arerequired. On the contrary, a variety of optional components aredescribed to illustrate the wide variety of possible embodiments of thepresent specification. Unless otherwise specified explicitly, nocomponent and/or feature is essential or required.

Further, although process steps, algorithms or the like may be describedin a sequential order, such processes may be configured to work indifferent orders. In other words, any sequence or order of steps thatmay be explicitly described does not necessarily indicate a requirementthat the steps be performed in that order. The steps of processesdescribed herein may be performed in any order practical. Further, somesteps may be performed simultaneously despite being described or impliedas occurring non-simultaneously (e.g., because one step is describedafter the other step). Moreover, the illustration of a process by itsdepiction in a drawing does not imply that the illustrated process isexclusive of other variations and modifications thereto, does not implythat the illustrated process or any of its steps are necessary, and doesnot imply that the illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not indicate that all or even any of the steps are essentialor required. Various other embodiments within the scope of thedisclosure include other processes that omit some or all of thedescribed steps. Unless otherwise specified explicitly, no step isessential or required.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that all of the plurality are essential or required.Various other embodiments within the scope of the disclosure includeother products that omit some or all of the described plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

Headings of sections provided in this disclosure are for convenienceonly, and are not to be taken as limiting the disclosure in any way.

For the sake of presentation, the detailed description uses terms like“determine” and “select” to describe computer operations in a computersystem. These terms denote operations performed by a computer, andshould not be confused with acts performed by a human being. The actualcomputer operations corresponding to these terms vary depending onimplementation. For example, “determining” something can be performed ina variety of manners, and therefore the term “determining” (and liketerms) can indicate calculating, computing, deriving, looking up (e.g.,in a table, database or data structure), ascertaining, recognizing, andthe like.

As used herein, the terms “send” or “transmit” denote any way ofconveying information from one component to another component, and theterms “receive” or “obtain” denote any way of getting information at onecomponent from another component. The two components can be part of thesame computer system or different computer systems. The information canbe passed by value (e.g., as a parameter of a message or function call)or passed by reference (e.g., in a buffer). Depending on context, theinformation can be communicated directly between the two components orbe conveyed through one or more intermediate components. As used herein,the term “connected” denotes an operable communication link between twocomponents, which can be part of the same computer system or differentcomputer systems. The operable communication link can be a wired orwireless network connection, which can be direct or pass through one ormore intermediate components (e.g., of a network). Communication amongcomputers and devices may be encrypted to ensure privacy and preventfraud in any of a variety of ways well known in the art.

It will be readily apparent that the various methods and algorithmsdescribed herein may be implemented by a control system and/or theinstructions of the software may be designed to carry out the processesof the present specification.

Where databases and/or data structures are described, it will beunderstood by one of ordinary skill in the art that (i) alternativedatabase structures to those described may be readily employed, and (ii)other memory structures besides databases may be readily employed. Anyillustrations or descriptions of any sample databases or data structurespresented herein are illustrative arrangements for storedrepresentations of information. Any number of other arrangements may beemployed besides those suggested by, e.g., tables illustrated indrawings or elsewhere. Similarly, any illustrated entries of thedatabases represent exemplary information only; one of ordinary skill inthe art will understand that the number and content of the entries canbe different from those described herein. Further, despite any depictionof databases as tables, other formats (including relational databases,object-based models, hierarchical electronic file structures, and/ordistributed databases) could be used to store and manipulate the datatypes described herein. Likewise, object methods or behaviors of adatabase can be used to implement various processes, such as thosedescribed herein. In addition, the databases may, in a known manner, bestored locally or remotely from a device that accesses data in such adatabase. Furthermore, while unified databases may be contemplated, itis also possible that the databases may be distributed and/or duplicatedamongst a variety of devices.

It will be readily apparent that the various methods and algorithmsdescribed herein may be implemented by, e.g., appropriately programmedgeneral-purpose computers and computing devices. Typically, a processor(e.g., one or more microprocessors) will receive instructions from amemory or like device, and execute those instructions, therebyperforming one or more processes defined by those instructions. Further,programs that implement such methods and algorithms may be stored andtransmitted using a variety of media (e.g., computer readable media) ina number of manners. In some embodiments, hard-wired circuitry or customhardware may be used in place of, or in combination with, softwareinstructions for implementation of the processes of various embodiments.Thus, embodiments are not limited to any specific combination ofhardware and software. Accordingly, a description of a process likewisedescribes at least one apparatus for performing the process, andlikewise describes at least one computer-readable medium and/or memoryfor performing the process. The apparatus that performs the process caninclude components and devices (e.g., a processor, input and outputdevices) appropriate to perform the process. A computer-readable mediumcan store program elements appropriate to perform the method.

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments. Some of these embodimentsmay not be claimed in the present application, but may nevertheless beclaimed in one or more continuing applications that claim the benefit ofpriority of the present application. Applicant may file additionalapplications to pursue patents for subject matter that has beendisclosed and enabled but not claimed in the present application.

The foregoing description discloses only exemplary embodiments.Modifications of the above disclosed apparatus and methods which fallwithin the scope of the disclosure will be readily apparent to those ofordinary skill in the art. For example, although the examples discussedabove are illustrated for a gaming market, embodiments of thespecification can be implemented for other markets. The gaming systemenvironment of the examples is not intended to suggest any limitation asto the scope of use or functionality of any aspect of the disclosure.

In view of the many possible embodiments to which the principles of thespecification may be applied, it should be recognized that theillustrated embodiments are only preferred examples of the disclosureand should not be taken as limiting the scope of the disclosure. Rather,the scope of the disclosure is defined by the following claims.

While various embodiments have been described with respect to thefigures, it will be appreciated that many modifications and changes maybe made by those skilled in the art without departing from the spirit ofthe disclosure. Any variation and derivation from the above descriptionand figures are included in the scope of the present disclosure asdefined by the claims.

What is claimed is:
 1. An electronic gaming system comprising: one ormore transmitters configured to wirelessly broadcast messages tocomputing devices; and a system server comprising at least one processorconfigured to execute instructions stored in at least one memory, whichwhen executed, cause the at least one processor to: receive, from amobile computing device that has received a first message from atransmitter of the one or more transmitters, a first interaction codecomprising a location identifier included in the first message, whereinreceipt of the location identifier indicates proximity between thetransmitter and the mobile computing device; determine a currentlocation of the mobile computing device based on the locationidentifier; generate a configuration message for transmission to thetransmitter, wherein the configuration message includes a secondinteraction code intended to be received by the mobile computing deviceand associated with an action to be performed by the mobile computingdevice; and based on the current location of the mobile computingdevice, transmit the configuration message to the transmitter, whereinreceipt of the configuration message by the transmitter causes thetransmitter to, in addition to broadcasting the first message, beginbroadcasting a second message including the second interaction code. 2.The electronic gaming system of claim 1, wherein the instructionsfurther cause the at least one processor to: identify a firstpre-programmed action associated with the first interaction code; andperform the first pre-programmed action.
 3. The electronic gaming systemof claim 1, wherein the instructions further cause the at least oneprocessor to: transmit a second location identifier to the transmitter,wherein receipt of the second location identifier causes the transmitterto broadcast the second location identifier; and prompt the mobilecomputing device to recertify the current location of the mobilecomputing device by providing the second location identifier to the atleast one processor.
 4. The electronic gaming system of claim 3, whereinthe instructions further cause the at least one processor to transmitsubsequent location identifiers to the transmitter at predetermined timeintervals, wherein one of the subsequent location identifiers is thesecond location identifier.
 5. The electronic gaming system of claim 4,wherein the instructions further cause the at least one processor toprompt the mobile computing device to recertify the current location ofthe mobile computing device by providing at least one of the locationidentifier or one of the subsequent location identifiers at secondpredetermined time intervals.
 6. The electronic gaming system of claim1, wherein the instructions further cause the at least one processor to:receive, from an electronic gaming device, player location dataassociated with a player account associated with the mobile computingdevice; identify a second transmitter of the one or more transmitters inproximity to the mobile computing device based on the player locationdata and a proximity map of beacon coverage stored in the at least onememory; transmit a second location identifier to the second transmitter,wherein receipt of the second location identifier causes the secondtransmitter to broadcast the second location identifier; and prompt themobile computing device to recertify the current location of the mobilecomputing device by providing the second location identifier to the atleast one processor.
 7. The electronic gaming system of claim 1, whereinthe instructions further cause the at least one processor to: generate acustom beacon identifier (ID) for the transmitter based on the proximitybetween the transmitter and the mobile computing device; and transmitthe custom beacon ID to the transmitter for broadcast to the mobilecomputing device as part of the configuration message.
 8. At least onenon-transitory computer-readable storage medium with instructions storedthereon that, in response to execution by at least one processor incommunication with one or more transmitters, cause the at least oneprocessor to: receive, from a mobile computing device, a firstinteraction code comprising a location identifier included in a firstmessage broadcast by a transmitter of the one or more transmitters,wherein receipt of the location identifier is associated with proximitybetween the transmitter and the mobile computing device; identify acurrent location of the mobile computing device based on the locationidentifier; create a configuration message, wherein the configurationmessage includes a second interaction code intended to be received bythe mobile computing device and associated with an action to beperformed at the mobile computing device; and transmit the configurationmessage to the transmitter based on the current location of the mobilecomputing device, wherein receipt of the configuration message by thetransmitter causes the transmitter to begin broadcasting a secondmessage including the second interaction code while the transmitter alsobroadcasts the first message.
 9. The at least one non-transitorycomputer-readable storage medium of claim 8, wherein the instructionsfurther cause the at least one processor to: select a pre-programmedaction associated with the first interaction code; and perform thepre-programmed action.
 10. The at least one non-transitorycomputer-readable storage medium of claim 8, wherein the instructionsfurther cause the at least one processor to: transmit a second locationidentifier to the transmitter, wherein receipt of the second locationidentifier causes the transmitter to broadcast the second locationidentifier; and request the mobile computing device recertify thecurrent location of the mobile computing device by prompting the mobilecomputing device to provide the second location identifier to the atleast one processor based on the broadcasting of the second locationidentifier by the transmitter.
 11. The at least one non-transitorycomputer-readable storage medium of claim 10, wherein the instructionsfurther cause the at least one processor to transmit subsequent locationidentifiers to the transmitter at predetermined time intervals, whereinone of the subsequent location identifiers is the second locationidentifier.
 12. The at least one non-transitory computer-readablestorage medium of claim 11, wherein the instructions further cause theat least one processor to request the mobile computing device recertifythe current location of the mobile computing device by prompting themobile computing device to provide at least one of the locationidentifier or one of the subsequent location identifiers at secondpredetermined time intervals.
 13. The at least one non-transitorycomputer-readable storage medium of claim 8, wherein the instructionsfurther cause the at least one processor to: receive, from an electronicgaming device, player location data associated with the mobile computingdevice; select a second transmitter of the one or more transmitters inproximity to the mobile computing device based on the player locationdata and a proximity map of beacon coverage; transmit a second locationidentifier to the second transmitter, wherein receipt of the secondlocation identifier causes the second transmitter to broadcast thesecond location identifier; and request the mobile computing devicerecertify the current location of the mobile computing device byprompting the mobile computing device to provide the second locationidentifier to the at least one processor based on the broadcasting ofthe second location identifier by the transmitter.
 14. The at least onenon-transitory computer-readable storage medium of claim 8, wherein theinstructions further cause the at least one processor to: generate aunique beacon identifier (ID) for the transmitter based on the proximitybetween the transmitter and the mobile computing device; and transmitthe unique beacon ID to the transmitter for broadcast to the mobilecomputing device as part of the configuration message.
 15. An electronicgaming device comprising: one or more transmitters; at least one memorydevice with instructions stored thereon; and at least one processor incommunication with the one or more transmitters and the at least onememory device, wherein the instructions, when executed by the at leastone processor, cause the at least one processor to: receive, from anelectronic gaming server, a first configuration message including afirst interaction code comprising a location identifier; cause atransmitter of the one or more transmitters to broadcast a firstinteraction message comprising the location identifier, wherein receiptof the first interaction message by a mobile computing device causes themobile computing device to transmit the location identifier to theelectronic gaming server; receive, from the electronic gaming server andbased on an identified proximity between the electronic gaming deviceand the mobile computing device based on the location identifier, asecond configuration message comprising a second interaction code; andcause the transmitter to broadcast a second interaction messagecomprising the second interaction code while continuing to broadcast thefirst interaction message, wherein the first interaction code isdifferent from the second interaction code.
 16. The electronic gamingdevice of claim 15, wherein the instructions further cause the at leastone processor to: receive, from the electronic gaming server, a secondlocation identifier; and cause the transmitter to broadcast the secondlocation identifier.
 17. The electronic gaming device of claim 15,wherein the instructions further cause the at least one processor tocause the transmitter to broadcast the first interaction message and thesecond interaction message using different frame slots of thetransmitter.
 18. The electronic gaming device of claim 15, wherein thefirst interaction message comprises a unique device identifier (ID)associated with at least one of the electronic gaming device or thetransmitter.
 19. The electronic gaming device of claim 15, wherein theinstructions further cause the at least one processor to cause thetransmitter to broadcast subsequent interaction messages comprisingsubsequent location identifiers at predetermined time intervals.
 20. Theelectronic gaming device of claim 15, wherein at least one of the firstinteraction code or the second interaction code is associated with agaming promotion, and wherein the instructions further cause the atleast one processor to: receive a credit message comprising an amount ofcredits; and cause a credit meter associated with the electronic gamingdevice to increment based on the amount of credits.